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CREDITS Author Biography: Mike McDonald

Design: Mike McDonald and Peter D. Adkison Mike McDonald is a Development Director: James E. Hays, Jr. seventeen-year old Project Manager: Peter D. Adkison game designer who has Executive Editor: Beverly Marshall Saling always lived in Michi- Copyeditor: Jenny Scott gan. He was on the Production Director: Jesper Myrfors team of experts who Production Assistant: Sandra Everingham developed Wizard of the Cover Art: Anson Maddocks Coast‘s Envoy system, Front Cover Border: Ron Spencer and this is his first Back Cover Graphics: Jesper Myrfors published work. In Interior Illustrations: P. D. Breeding-Black, addition to roleplaying, Sandra Everingham, Anson Maddocks, Mark his eclectic interests Tedin, Richard Thomas include drama, band, Cartographers: Anson Maddocks, Mark Tedin Tae Kwon Do, music, Layout and Typesetter: Peter D. Adkison vampires, and cats. Assistant Typesetter: Lisa Stevens Proofreader: Jenny Scott The Apothecary Talislanta Logo: Rich Kaalaas Lettering: Andi Rusu Our newsletter, The Apothecary, appears in each Design Contributions: Chris Cheung, Brian issue of Cryptych magazine. To subscribe to this Hixon, J.P. Hunter, Paul Jackson, Anthony bimonthly publication, send $12.95 ($14.95 Ragan, and Dirk Walls Canadian) for six issues to:

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American Online@ Discussion of our Primal Order line [email protected] Currently, Wizards of the Coast is an active Discussion of our Talislanta line participant on American [email protected] have folders [email protected] for discussing most of our product lines, and you Discussion of our Magic line can write to screen name WotC with general [email protected] questions, suggestions, and comments. Send any requests for information to: America Online@, If you have access to an Internet account 8619 Westwood Center Drive, Vienna, VA 22182- and wish to participate on these lists, send email 2285. to [email protected] precise instructions on how to subscribe. General questions, comments, There are no set-up costs, the software is FREE, and suggestions about Wizards of the Coast can and you even get FREE time to browse around be directed to: [email protected] the services. Check out America Online@:we’ll see you there. 2 Sarista Sourcebook Section

Chapter One Introduction 4

Chapter Two The Land of Silvanus 6

Chapter Three Sarista Life and Culture 11

Chapter Four Tidbits 24

Adventure: The Jewel of Fortuna 34

Chapter One The Mission 38

Chapter Two Into Silvanus 44

Chapter Three The Blue Lotus Clan 51

Chapter Four The Tanasian Camp 63

Appendix Envoy Stats 70

Index 72

The Talislanta game ant fantasy world are the creations of Stephan fichael Ser-L. TdslantaTM is a-trademark of SMS and is used by Wizards of the Coast under authorization. All rights reserved. saristaTMis 01994 by Stephan Michael Sechi and Wizards of the Coast, Inc. The Talislanta GuidebookTM (third edition), Tales of TalislantaTM,The Scent of the BeastTM, Talislanta GeographicaTM,7he Archuen CodexTM,77ystrarn’s CollecteanaTM,QuuntrigueTM, and Talislanta OmnibuTMare trademarks of Stephan Michael Sechi and Wizards of the Coast, Inc. The Chronicles of TalislantaTM.?he Naturalist’s Guide to TalislantaTM,?he Cyclopedia TalislantaTM series, Talislanta Sorcerer’s GuideTM,and Talislanta WorldbookTMare trademarks of Stephan Michael Sechi. Envop is a trademark of Wizards of the Coast, Inc. Wizards of the Coast@is a registered trademark of Wizards of the Coast@,Inc. 3 CHAPTERONE INTRODUCTION

Welcome to Sarista, the first in a series of Envoy Compatibility sourcemodules for the Talislanta game. Unlike a regular adventure, which most people play While Sarista is clearly a Talislanta sourcebook, through once and then ignore, a sourcemodule we realize that not everyone who plays in the contains not only a short adventure but also a lot Talislanta game world uses the standard of source material, some of which is used in the Talislanta rules. For the convenience of those adventure and some of which can be used to using other game systems, we have provided an create countless new adventures. appendix that details system-independent statis- tics for many of the characters and creatures How to Use This Book described in the book. These system-independent statistics are listed using Envoy, a publishing Sarista is written with both gamemasters and format designed to be easily converted to nearly players in mind. Players will find all sorts of any roleplaying game system you wish to use. information on Sarista culture, including new archetypes, in Chapter Three, "Sarista Life and Conversion notes are available to assist you in Culture." For gamemasters, the entire converting these Envoy stats into several popu- sourcebook section provides invaluable material lar game systems. For a copy of the notes for your on Silvanus and the Sarista, including a collec- favorite game systems, send a request letter along tion of "tidbits," such as encounters and NPCs with a self-addressed envelope to: that can be thrown into nearly any adventure set in Silvanus. The adventure section contains a Wizards of the Coast, Inc. short adventure, "The Jewel of Fortuna," recom- P.O. Box 707 mended for experienced GMs. If you like, you can Renton, WA 98057-0707 link "he Jewel of Fortuna" adventure with the adventure in the forthcoming sourcemodule, The You can also obtain an electronic copy of these Lyceum Arcanum notes by sending e-mail to maurat3wizards.com or WotCt3aoLcom Certain page references are preceded by the initials "GB," such as "GB p. 22;" these references The History of silvanus refer to pages in the third edition Talishta Guidebook. Other page references refer to pages Silm.r~SWas Originally Part of the old Phaedran in Sarista GMs and players alike may wish to Empire (GI3 p. 9) and has been the home of the review the sections on Silvanus, the Sarista Sarista for as long as anyone can remember. Gypsy archetype, and the language Sarisa, lo- Following the Cult Wars (GB p. 9), throughout cated on pages 22, 78, and 112, respectively, in which the Sarista remained supportive of the the Guidebook. Paradoxists (GB p. 227), the first Sultan of Zandu

4 Sarista officially ceded the land to the Sarista people Non-Player Character Format “foras long as the silver moon, Talisandre, Non-player characters are described using the shines in the sky.” following format:

The exact meaning of this line of the agreement ~______~ has often been disputed. The Sarista claim the Name, Race and Profession, Level old Sultan meant that the Sarista’s only legiti- Languages: The first language given is the mate claim to the land was their good fortune NPC’s native or preferred tongue. Note the that the Zandir didn’t seize the land (in Sarista distinction between High Talislan and Common culture the silver moon symbolizes luck). The Talislan (GB p. 110). implication of this interpretation is that the Description: The term “man” or “woman”refers Sarista’s luck might be as changeable as the to characters who belong to one of the races of moon. Men. For non-Men. the terms “male”and “female”are used. The character’s age in years The precise details of Sarista’s lengthy history is given, along with a general description if that prior the Phaedran Empire are uncertain and race’s life span varies considerably from earth mostly forgotten since the Sarista do not keep human. written records but instead pass along idealized INT PER stories and legends through an oral storytelling WIL CHA tradition. Some foreigners claim that the STR DEX Sarista were once Phaedran bandits who took CON SPD refuge in the woodlands that are now Silvanus. Hit Points: The character’s maximum hit One Sarista legend has it that the Sarista were points. Number in parentheses is the chosen from among the highest levels of the character’s current hit points, if wounded. Phaedran Empire by Fortuna and given the land Attacks CR (Combat Rating) Damage of Silvanus as a reward for their actions. Weapon CR for that weapon STR bonus included Armor: Type of armor and number of points of damage stopped. Any shield or other protective device is noted here also. Field(s) of Magic: If any. Spells per Day: If any. Spells MR(MagicRating) Effect Favored MR for that spell Summary of spell effect Note that magicians can cast all spells from their fields of study, but only the spells that are most likely to come into play are listed here. Skills: Specific proficiencies, when applicable, are given in parentheses. Special: Any special attacks, defenses, or weaknesses.

Sourcebook, Chapter One: Introduction 5 CHAPTERTwo THELAND OF SILVANUS

“Of all the lands I have visited, Silvanus continues There is only one real “road” in Silvanus, the to stand out among them as one of the most beauti- zandir March, also known as “the Fool’s High- jid and serene lands I have been blessed to rcZy my way.” The March is nothing more than a twisting eyes upon.” trail wide enough to fit two medium-sized wagons and is used primarily by foreign merchants and -Terranci, Cymrilian traveler and scholar travelers. The Zandir March becomes more and more overgrown as it heads north, winding its The scenic woodland region of Silvanus is located way through the mountains and ending at a low in the Western Lands in the northwestern comer cliff overlooking Khazad. Though it may not of Talislanta. The Azure Ocean laps at its western appear so to the untrained eye, there are several shores, and the infamous Necros River separates travel routes crisscrossing Silvanus. from over- it from Werewood and Zandu. Compared to its grown footpaths to narrow roads scarcely wide gloomy neighbor, Werewood. Silvanus is known enough for a wagon to pass. Visitors to Silvanus for its beauty and tranquility, like something often wonder how the Sarista travel anywhere by straight out of a fairy tale. Most of Silvanus is land at all. made up of woodlands, ranging from thick groves of trees to sparse forests. Expansive tracks of Landmarks fields and rolling hills stretch across Silvanus, and low mountains rise up at the northern and TheDire Woods southern ends of Silvanus’ western coast. Not all of Silvanus is peaceful, however, and two The shore of Silvanus boasts endless beaches of dangerous regions near Werewood to the east white sand that give way to low cliffs on the stand out in particular. The Arst of these is the northern and southern ends. In the deep blue Dire Woods, which is more or less an extension of expanse of the Azure Ocean one can expect to Werewood. The Dire Woods is an ominous forest find fishing vessels from many nations: Zandu, of ancient, twisted trees, overgrown with Gao-Din, Imria, Parthene, and Faradun. Exotic thornwood, and replete with whispbane, fish and other valuable sea life are abundant, hangman’s trees, and black lotus. Here can be though sea dragons and other dangerous preda- found such predators as exomorphs, tors can be found both along the coastal waters necrophages, and omnivrax. and in the Gulf of Silvanus. The Sarista enjoy fishing but are not typically sailors. Several small The Necros River rivers flow from the western shore, twisting and digging their way into the heart of the land to The other grim part of Silvanus is the Necros create the bubbling brooks, narrow streams, quiet River; which flows along the border between lakes, and still ponds of Silvanus. These waters Werewood and Silvanus. The Necros River is a are revered by the Sarista as the essence of sluggish, black river making its way from the Fortuna that brings life to Silvanus. northern bay at the border of Khazad all the way 6 Sarista Sourcebook, Chapter Two: The Land of Silvanus 7 Sourcebook south into Zantium Bay. The black waters of the Where are the Sarista? Necros are vile to all the senses and the merest sip is said to bring on vivid, homfying night- A nomadic people at heart, the Sarista live in mares. small campgrounds and move to new locations frequently, sometimes as often as fifteen times a The lands immediately surrounding the river, year. For this reason, it is hard to say where a referred to as "the Valley of Forgetfdness," can be particular clan is located at any given time. More described as morbid at best, the Silvanus side details on Sarista campgrounds can be found in being devoid of inhabitants and animal life, Chapter Three: Sarista Life and Culture. sporting only twisted blasphemies that mock the beautiful plants and flowers of Silvanus. The Flora Werewood side is densely forested with thick, dark, twisted trees tangled together to form a In addition to a variety of strange, exotic, and venerable barrier between Werewood and the benevolent herbs, the following plants and flowers river. In the evening, gray mists rise up from the can be found among the woodlands and plains of river and hang over this valley. Some claim that Silvanus: breathing these vapors brings about partial or even total memory loss, which lasts as long as ten Lantern Plant GB p. 283 days and leaves victims wandering aimlessly Lotus, all colors GB p. 283 about the valley seeking answers that are not Mandragore (rare) GB p. 279 there. Provender plant GB p. 285 Spice tree GB p. 228 Saluin Roch Sorcerer tree GB p. 286 Whisperweed GB p. 288 Curiously, Silvanus shows very little evidence of Willowwood GB p. 288 The Great Disaster. A common Sarista mythologi- Whitewood GB p. 288 cal explanation is that the lands now called Silvanus used to be a great barren wasteland. It Alquine tree: A tree is said that during The Great Disaster, Fortuna that grows in abun- descended to Talislanta, overturned the land, and dance in Zandu and gave life to it so that her children could thrive in Silvanus, the sap of its forests and valleys. which is used to make a fine ale. However, there is one landmark that hints at the Alquine ale costs at turmoil that took place in Silvanus during The least twice as much Great Disaster: a slivery mountain of rock, four as normal ales, for hundred feet tall, a hundred feet across at the top the alquine tree must and fifty feet at the ground. This landmark, be at least one hun- named Saluin Rock is looked upon with supersti- dred years old before tion and generally avoided by the Sarista alto- it can be tapped. gether. Fear has so far kept anyone from climb- Seventy-five percent ing or flying to the top of Salvin Roch, and what of all alquine trees lies at the top remains a mystery. that are tapped die, and the older the The Laerna Stones tree, the better the ale made from it. The Another region of Silvanus worthy of mention is oldest alquine tree the Luerna Stones, which consist of several known at present is a ancient ten-foot tall rune stones believed to be of specimen 750 years Archaen origin. The stones are arranged in a old, which has been triangle and point westward towards the Azure well-guarded by Ocean. The Sarista revere this place as Fortuna's generations of temple, keeping it secret from foreign merchants Sarista. The alquine and wanderers to avoid vandalism of the stones. tree has smooth A few small Dhuna groups know of the Laerna auburn bark with stones and make a small annual pilgrimage to bushy branches that them during Talisandre. only grow on the top half of the tree. 8 Sarista Soul tree: A tree that only grows within five completely broken down. Note: Digging in the miles of the Necros River and always grows alone. humus inside a false shelter tree might reveal all The soul tree looks like a twisted, leafless oak tree sorts of interesting things. except for its large knots, which have been de- scribed as looking like humanoid faces in pain. Needleleaf: An obnoxious, needle-throwing succulent. See the “Needle”section in Chapter Three: Sarista Life and Culture below for a com- plete description.

Niera oaks: A rare variety of lovely white-leafed trees that reside on the upper slopes of the southern mountains of Silvanus, giving the illusion of great snow banks from a distance. Fauna

Following are a number of creatures native to silvanus:

Crystal moth (GB p. 276) Durge, wild (GB p. 253) Equs, graymane and silvennane (GB p. 254) Erd (GB p. 254) Exomorph (GB p. 262) Omnivrax (GB p. False shelter tree: A large tree that looks ex- 265) Sniper bug (GB p. 278) traordinarily like an tree. The shelter tree is oak Woodwhisp (GB p. partially hollow and looks as if it has been hit by 270) a powerful bolt of lightning. The inside of the tree In addition, there are several exotic avirs unique is pleasant, with a soft floor of composted humus. to silvanus:

Season bird: This avir’s feathers change colors with the season: cobalt blue during median, metallic red in the fall, and sparkling green in the spring.

It seems at flrst glance like a lucky find for some- one seeking shelter from a storm, but the relief is Friendship bM: These colorful avirs travel alone. short-lived: overnight. the opening to the interior Sometimes they pick a person and follow or grows over with tough bark, trapping anyone him her for the rest of their lives. If its chosen friend sleeping inside. The bark covers the exit, and the dies, the friendship bird will die within weeks. victim will quickly discover that the bark is ex- two Being selected by a friendship bird is considered a tremely resistant to fre and cutting. The bark of good luck. obstructs the entrance until the bodies inside are sign Sourcebook, Chapter Two: The Land of Silvanus 9 Weather

Despite the presence of its chilly neighbor to the north, Silvanus’ climate is comfortably temperate. The modifiers given apply to the temperate weather table in the Guidebook, p. 2 17.

During spring, Silvanus experiences moderate rainfall and is usually partly cloudy (+3).Medians in Silvanus are a beautiful time, with clear blue skies, little rain, and the stars shining brightly at night (-1). Throughout fall, snow is common and the air is cool, revealing a side of Silvanus’ beauty not known to many travelers and merchants, who refuse to venture there during the snow seasons (+3).Near the white coasts of Silvanus, thin silvery mists roll in at night and morning, and occasionally violent sea storms grasp at the mainland.

Gruffan Size: 3’ long, 2’ tall. Attributes: INT -8, CHA -3, STR -1, CON +2, The gruffan are an infamous breed of herd ani- SPD +4 mals found exclusively in the hills and plains of 1-4 Silvanus. Gruffan are small four-legged mam- Attacks/Damage: Ram: d4-1 mals with strips of shaggy gray and black hair Special Abilities: Nauseating smell. and a long rounded snout. They are almost Armor: Leathery skin, 1 point. always dirty and are known and avoided for their Hit points: 59 +2 per level- terrible unclean stench. Characters standing too Habitat: and grasslands Of silvanus. close to a group of gruffan must make a CON roll or become lightly nauseated (-1 on all rolls until they’ve been in fresh air for a few minutes). A mishap indicates that the character becomes violently nauseated (-2 on all rolls and about ten minutes in fresh air to recover). Characters who plug or hold their noses are immune to the smell. Rolls are made about every three minutes. I Gruffan travel together in packs, lacking any particular familial bonds or social hierarchy. In general, gruffan act violently, charging opponents by surprise, but they are not especially tough. When their opponents aren’t frightened away by their bluffing, gruffan have their smell, speed, and sheer numbers to protect them.

The gruffan do have a useful function: one of the most coveted exports from Silvanus, a birth control concoction known as “gypsy salve,” is made from gruffan dung.

10 Sarista Sourcebook

Kissed me once, kissed me twice Typical Sarista camps are most .often set up Kissed by a Sarista girl thrice spread out in thin woodlands or centered around Loved her once, loved her twice one or more clearings in forests, though occasion- Loved rruj Sarista girl all night ally they settle on forest edges overlooking large Left her once, kfl her twice tracts of grasslands. The Sarista dwellings are Left my Sarista girl last night usually comprised of several wagons and make- Came back once, came back twice shift animal-skin tents of varying shapes, sizes, Came back to Sarista tonight and designs, though some Sarista weave small Going once, going twice huts out of long, pliable branches or transport Going, gone to Sarista nights. heavy piles of wood that unfold into crude houses. -Selection from The Song of the Whisperweed” While the Sarista are averse to permanent settle- Clan Life ments, they often return to favorite sites, perhaps once every year or so. These places may be used The Sarista are a nomadic race of gypsies and the by more than one group, occasionally even at the only true natives of Silvanus. They have a slen- same time, and thus they become tent cities with der build, skin the color of rich topaz, dark green a fluctuating population. These favorite camp- eyes, and jet-black hair. The Sarista have no real grounds sometimes draw other Sarista clans and standard style of dress, being given to inventive merchants looking to sell. Such places continue combinations of common clothing and rags. They to be used, often for a decade or more, until the are partial to decorations and jewelry of all sorts, Sarista feel that Fortuna has moved on, at which such as ear bangles, facial tattooing, capes, point they quickly pack up and go their separate sashes, necklaces, rings, and the like. ways.

Sarista Campgrounds Clan Organization

Despite the appearance of gaiety and frivolous Sarista clans are close-knit groups, made up of abandon, a Sarista gypsy camp is a complex hive twenty to two hundred Sarista. To the Sarista, of activity in which the Sarista do a marvelous job your clan is your family, far more important than of supporting themselves. Though they play your natural parents. Clan feuds are uncommon hard, they work hard too, and all camp members, but not unknown in Silvanus, though major including children, are expected to pull their disputes from the past usually evolve quickly into weight by contributing to the tremendous amount friendly competitions. Each Sarista clan is of work required to keep the clan in food, shelter, governed by a council of seven elders. clothes, and entertainment.

Sourcebook, Chapter Three: Sarista Life and Culture 11 Sourcebook Note that Sarista almost never switch clans; such Silvanus so that the others soon know of it. At a thing would be tantamount to divorcing your any one time there are perhaps two or three clans entire family. It's nearly unthinkable, and, unless with identical but common specialties, such as a Sarista is completely single, switching clans those dealing with different aspects of craftsman- complicates the inter-family relationships too ship, for example. much. The Council of Elders Clan Specialization The council is a self-perpetuating oligarchy. Once Each Sarista clan is known for its specialization appointed, an elder is an elder for life unless the in a science or art, for example, acting, music, or elder resigns or is voted off the council by a the raising of equs. When a new clan is formed unanimous vote of the other elders. The number the clan generally prefers to choose a unique, of elders is held constant atkeven, the lucky untried specialty. News of a new clan and its number of the Sarista. When an elder dies, specialization spreads quickly throughout resigns or is voted out of office, the remaining

12 Sarista Sourcebook council members select a replacement from the of a Sarista youth, and by the time Sarista youth most outstanding clan members. The elder who reach the age of sixteen they are well-acquainted has served on the council the longest is the head with each clan elder. It is during these years that elder and is responsible for directing council Sarista youths develop friendships and have the meetings. opportunity to impress those who might influence their future role in the clan. Of course, most The elders are typically among the oldest mem- youths are not ambitious and are therefore blind bers of the clan and are the only people who are to the importance these seemingly tedious duties completely excused from any clan duties. Two will play on their careers. clan youths between the ages of thirteen and sixteen are assigned to the care of each elder. Although the elders goyern the clan, they do no These youths take care of all of the elders’ per- have any individual power, cannot give orders to sonal needs, feed and bathe them, and keep them anyone but their youth assistants, and are in- entertained. This period of service to an elder is volved very little in the day-to-day management considered an important rite of passage in the life of the clan. The power they wield is a collective

Sourcebook, Chapter Three: Sarista Life and Culture 13 power and only effectual while council is in wish to remain among the Sarista or return to session. As a body, they can dramatically affect their homeland. If they choose to remain, from the life of the clan by issuing edicts, removing a then on they will be called Sarista and their clan sub-elder, resolving conflicts between sub-elders, will claim for them all the rights of other Sarista; and so forth. The reason for this apparent lack of the one exception is an unspoken agreement that power is that elders are expected to live a life of the rule against children and marriage must still ease and luxury, narcissistically symbolizing the be followed. If the new adult prefers to return Sarista ideal of a life of luxury and laziness. home, the clan elders will attempt to devise a plan to return the fortuned to the land of their birth, For the most part, elders are adored by other typically by commissioning a merchant caravan members of the clan. They are pampered, be- traveling in that direction. Even after choosing to stowed gifts, called upon to perform marriages leave, and despite their restrictions among the and tell campfire stories, and so forth. The Sarista, many fortuned return to visit Silvanus, Sarista, while often mischievous and occasionally and some even return for good. larcenous, have a deep streak of generosity, and the elders of the clan are often the recipients of security this natural affection. Silvanus is not completely free from danger. Wild Children exomorphs, omnivrax, and abominations that manage to cross the Necros River from Werewood The Sarista have great respect and confidence in all threaten the Sarista. Sarista guards, repre- children, teaching them to be integral members of senting the bravest, most fit, and dullest Sarista the clan from infancy. By the age of seven, of the clan, fill all of the duties of traditional Sarista children know nearly every mile of warriors: guarding the campgrounds, protecting Silvanus and have a deep understanding of the elders, slaying dangerous animals, keeping a Sarista culture and beliefs. Even at the youngest watchful eye on suspicious visitors, and the like. ages Sarista children work as pickpockets, scav- engers, gatherers, assistant craftsfolk, and camp helpers. The Sarista regard children as sacred and treat them well at all times. When the Sarista discover a foreign child who is being molested or abused, they won’t hesitate to kidnap the child, bring it home to their clans, and raise the child as a Sarista. With abuse prevalent among many other races, it‘s not at all uncom- mon to find Sarista who were born in lands other than silvanus.

Children who have been kidnapped by the Sarista are called “the fortuned.” The fortuned are treated in all respects as Sarista except that they are forbidden from marrying or having children with true Sarista. Love affairs are permitted, of course, providing proper birth control is used. This precaution serves to keep the Sarista race pure, an ideal nearly all Sarista strive for. If by some remote chance a child is born to a fortuned parent, both parents and the child are expelled from the clan. The tribe often feels betrayed at these times, and the expelling can turn nasty. Such extremes as stoning or whipping of the fleeing couple are not unheard of. Something comnto children worldwide is Fortuned children must appear before the council getting in trouble. When Sarista children get too of elders on their eighteenth birthday, or on mischievous even by Sarista standards. they cue whatever birthday children of their race are typically assigned to collect gmBm dung for considered adults, and announce whether they gypsy salve. 14 Sarista Sourcebook

feel somewhat outcast as well, particularly if they are born of a more aggressive or physically pow- erful race. Work and Survival

Trade

While many Sarista prefer to stay in Silvanus and therefore only trade with other Sarista or the occasional passing caravan, some Sarista seek their fortunes by delivering specialty items from Silvanus to customers as far away as the Seven Kingdoms, Danuvia, Hadjistan, or Carantheum.

As in most lands of Talislanta. the common The life of a Sarista guard is a harsh and unre- currencies in Silvanus are gold lumens, silver warding one, a life to which many Sarista do not pieces, and copper pieces. Also to be found in adjust well. They are on duty nearly every single Silvanus are gold pentacles, popular among day, on threatening missions, grueling guard merchants and worth ten gold lumens, and duty, or performing repetitious drills, in return Zandir crescents, whose value fluctuates between for which they are given the best armor, weapons, one and ten g. 1.. and training in the camp. These elite guards are practically outcasts in the very society they are Given the Sarista outlook on thievery in general, sworn to protect. The carefree loving style of the those who trade with the Sarista are well-ac- Sarista forces them to try to avoid thinking about quainted with the expression "buyer beware." the harsh realities of Talislantan life. It's much The Sarista are some of the slickest operators in easier to ignore these things and leave life's the mercantile business and are superb hagglers. fortunes in the hands of Fortuna. For these Their questionable trade practices regularly reasons the elite are often in the background and include theft as a means of acquiring goods that somewhat cliquish, refraining from participation can be traded later on. They also rummage in plays and other clan group activities. The elite through items others have discarded, polish them are a natural magnet for the fortuned, who often up, and resell them as "antiques." The Sarista

New Archetype: Sarista Guard lthough all Sarista are trained infihting, only one in twentyjoins the elite waniors, the true protectors I*of the clan. Sarista guards typically become isolatedfrom their clan because of their grim outbok. Homeland Silvanus. Special Abilities: None. Languages: Sarisa, Com- Skills: Secondary Combat; Guard; Interrogate; mon Talislan. Stealth: one of the following: Archery, Mounted Com- Physical Characteristics: bat, Swordsmanship; any three thieving talents. 5'47, 80-180 pounds. Equipment: Animal hide cloak, sash, headband, Olive complexion, green colorful garments, high boots of soft animal hide, eyes, black hair; men pouch (thieves' tools), dueling sword, graymane usually wear neatly mount, choice of one other weapon. Guards usually trimmed mustaches and wear leather while on duty. beards. Wealth: d 10x5 gold lumens, plus half this figure in Attributes: silver and copper pieces. INT 0 PER +1 Roleplaying: Sarista guards, though normal in WIL +1 CHA 0 some regards, are grim realists compared to other STR +1 DEX +3 Sarista because they are forced to contend with the CON +1 SPD 0 harsh realities of Talislantan life. For this reason, $ 3 Hit Points: 12 guards are often alienated from other Sarista and usually avoid Saristan social events. Sourcebook, Chapter Three: Sarista Life and Culture 15 Sourcebook are generally a poor but crafty folk who never value varies little from place to place. Additional miss an opportunity to make a few coins. useful imports for trading with the Sarista are tools of all kinds as the Sarista have little or no To many it‘s a wonder why anyone would willingly interest in manufacturing such things them- do business with the Sarista. The Sarista have selves. remained popular to traders despite their mis- chievous tendencies because if merchants can Silvanus is major exporter of graymane steeds. survive the schemes and fakes of the Sarista, they Graymanes are cheapest in the central regions, find that many Sarista goods are of superb qual- where they are raised, but even in the foreigner- ity, particularly with respect to their craftsman- dominated trade camps prices are still lower than ship. It is these treasures that the merchants they are in the cities. seek, though only a diligent few are able to find them. The va! luable drug euphorSca (GB p. 195), ex- tracted from the pollen of the mantrap plant, is There are the occasional Sarista, however, who often g, king Sarista willing to understand the long-term damage such dishonest brave tne penis 01 werewood. The Sarista them- activities can have on their reputations and who selves use the drug only sparingly but find ready develop a select clientele who they refrain from buyers among the foreign traders. short-changing. Those clients are fortunate because they are among the few who can reliably The Sarista both buy and sell decorative goods purchase quality Sarista goods at a reasonable like clothing and jewelry, as they have a great love price, a difficult feat since the Sarista’s larcenous of fine things. They will often tailor or modify attitude on trade tends to discourage other such goods and sell them back to the novelty- merchants from dealing with them. conscious Zandir.

Little trade goes on within a Sarista clan itself as Another significant category of trade in Silvanus the clan provides for most of the Sarista’s needs. is the paraphernalia of magical research, which is Most trade is between Sarista clans or with non- unusual considering that the Sarista tend to be Sarista merchants. Between Sarista clans most disinterested in such “serious”pursuits. Doubt- of the trade will consist of the specialty items that less they are tempted by the high prices that the each clan is known for. For example, the Jewels secretive Dhuna are willing to pay for such sup- of Fortuna clan might trade jewelry for plies. silvermanes with a Sarista clan that specializes in mounts. Another rare but notable area of trade is that of human lives. Opposed as they are to slavery, the Sarista trade is dominated by the constraints of Sarista are not above buying beautiful orphan the Sarista’s nomadic lifestyle and carefree ap- children to raise as part of their own extended proach to life; the Sarista produce beautiful families. It is a fortunate child indeed who is things that give them pleasure, train animals, purchased by a Sarista clan, as they are consid- and gather the bounty of their largely untouched ered free members of the family. woodlands, but they have to rely on trade to supply many raw materials, foodstuffs, and Hunting and Gathering merchandise requiring large-scale industry. Primarily nomadic, the Sarista clans seldom As the Sarista are capable of supporting them- engage in any form of agriculture, relying instead selves by hunting and gathering in the wood- on hunting wild durges for meat, gathering wild lands, they are spared the unappealing tasks of benies and fruits, and milking erd, whose shag is agriculture. They prefer to buy foreign foodstuffs also sheared and used in rugs, tapestries, and with money earned from their handicrafts, their clothing. The Sarista do some fishing but are not entertainment, and, often enough, petty larceny. very advanced, nor do they care to be adept at sailing or shipbuilding. Nearly every day of the Sarista handicraft requires raw material, particu- year the clan sends out hunting parties com- larly gold and gemstones, from the mines of prised of the most experienced and able-bodied developed nations. The transportability of these warriors, accompanied by graymanes or goods makes them ideal trade goods, although silvermanes. Because of the equs’ intelligence, that same transportability ensures that their they make excellent hunting partners. Sarista

16 Sarista Sarista Trade

Trade camp regions in Silvanus are divided into three categories: those near Zandu, those near Werewood, and camps in the interior regions of Silvanus. For each region, prices are given below for common goods traded in bulk in Silvanus, followed by a discussion of goods that are sold at unusual prices but in smaller quantities. The limit per item given in parentheses is the maximum value the Sarista will buy from or sell to unfamiliar mer- chants on one visit. The limit will change (for better or worse) as the PCs develop a reputation among the clan. Trade camps near Zandu (Limit per item: 500 g.1.):

Near Zandu the influence of foreigners is at its strongest, not just because of the local Zandir, but also because of merchants traveling from Arim, Farad, Djaffa, and elsewhere. These traders come to Zandu area trade camps to sell food and finished goods such as tools and weapons, which the Sarista have no inclination to make for them- selves. Graymanes and Sarista craft work are traded here as well.

Pmduce/Grain. ton 110 g.1. * Aquavit, gallon 60 g.1. * Gold, ten pounds 215 g.1. * Graymanes, each 250 g.1. # Euphorica. dram 20 g.1. # Hide/Fur, pelt 5-80 g.1. # Gemstones normalprice * Tools normal price + 20% Clothing (flamboyant) normal price - 20% * Jewelry normal price - 10% Magical supplies normal price + 50% *

These markets are the preferred sources of such rare beasts as mandragores. The prices for such creatures are so high and the demand so rare that one often has to journey at least this far into Silvanus to be able to obtain one; few menageries in civilized regions keep them "in stock." Mandragores cost about 450 g.1. each, though they are quite a bit more expensive in civilized regions.

Trade camps near Werewood (Limit per item: 250 g.1.):

The Werewood regions represent the deepest wilderness, and goods from civilized nations are invariably expensive here. While most trade goods cost more because of the small size of markets in these remote regions, Werewood is just about the cheapest place to buy euphorica. Magical supplies are relatively expensive, though not when compared to the prices in other wilderness regions described below. These relatively low prices are due to the reliable market provided by the Dhuna.

Produce/Grain. ton 25 g.1. # Aquavit, gallon 100 g.1. # Gold, ten pounds 220 g.1. # Graymanes, each 240 g.1. Euphorica. dram 15 g.1. * Hide/Fur, pelt !5-60 g.1. Gemstones normal price + 20% # Tools normal price + 50% # Clothing (flamboyant] normalprice # Jewelry normal price + 10% # Magical supplies normal price + 80% Though the Dhuna are hardly keen merchants, they do require funds with which to purchase supplies, and so they can be sometimes found selling mothsilk, a very rare gray fabric (10-15 g.1. per yard here, twice that any- where else).

Trade camps in the interior regions (Limit per item: 200 g.1.):

Trade in the interior regions is something of a compromise between the other two camp locations. The cost of imported goods is inflated by its remoteness but not to the degree suffered in the deepest wildernesses described above. Magical supplies, however, are exceedingly expensive, as the market is virtually non-existent here.

This region is the heart of equs-raising territory, and the prices for equs are correspondingly low here as caravans are saved the trip to markets near the borders.

Produce/Grain. ton 120 g.1. Aquavit. gallon 80 g.1. Gold, ten pounds 218 g.1. Graymanes. each 220 g.1. Euphorica. dram 17 g.1. Hide/Fur, pelt 5-70 g.1. Gemstones normal price + 15% Tools normal price + 40% Clothing (flamboyant) normal price Jewelry normal price + 10% Magical supplies normal price + 120% # Note: only 15% chance of buyer or seller for magical supplies in the interior regions * = best place in Silvanus to buy. cheapest. # = best place in Silvanus to sell, most expensive.

Sourcebook, Chapter Three: Sarista Life and Culture 17 . New Archetype: Sarista Hunter Sarista hunters are well-respected for their abilities among the Sarista and neighboring lands, not only for their hunting ability and their important contributions to the clans, but also for their adventurous outlook. I Homeland: Silvanus. Special Abilities: None. Languages: Sarista, Com- Skills: Secondary Combat, Hunter/Gatherer, any two mon Talislan. thieving talents except Assassinate, and two of the Physical Characteristics: following: Archery, Stalking, Mounted Combat, 5'3, 80-180 pounds. Olive Tracking. complexion, green eyes, Equipment: Bright forest-colored tunic and breeches, black hair; men wear neatly dark cloth or hide cloak, cloth headband, low soft trimmed mustaches and boots made of animal hide, short bow and quiver beards, hair tied back in a containing twenty arrows, long sword, dagger, ponytail. graymane or silvermane mount. Attributes: Wealth: d10 x 5 gold lumens, plus half this figure in INT 0 PER +2 silver and copper pieces. WIL 0 CHA +1 Roleplaying: Sarista hunters are not as flamboyant STR 0 DEX +4 and lighthearted as most Sarista gypsies, but they are CON 0 SPD +1 adventurous, living for the hunt and enjoying a good Hit Points: 12 challenge. Sarista hunters revere Fortuna as the goddess of the hunt, and speak of Death with humor.

who are not as skilled with the bow scour the Herding area around the camp for the staples of life. In addition to hunting and gathering, most These efforts are severely handicapped by the Sarista clans do a limited amount of herding. hostile nature of the Talislantan countryside, Sarista herd animals typically include durges, which requires that hunters and gatherers stay equs, erd, and gruffan. It is worth noting that the close together under the protective eye of the equs are fairly intelligent and clever, and herding armed Sarista warriors. Even with these precau- equs is a much different endeavor than herding tions accidents are not uncommon, and the cows. The equs are not treated as prisoners or attrition and difficulty associated with feeding a even as unequals. They have their own culture large population keeps the populations of most and social hierarchy and are never considered to tribes from growing larger than several hundred be property by the Sarista. Equs enjoy having members. Sarista "companions" who will do things for them that require more dexterity or tools than the equs One advantage Talislantan hunters have, how- possess. The Sarista perform such tasks for ever, is that there are a number of large creatures them as combing their manes, fixing feed, and that can fall prey to a well-coordinated assault. rubbing them down after a hard day's toil. Equs An adult erd can supply the entire clan with food are never branded, corralled, or fenced in. for several days: its bones and horns can be used for various devices, and its skin can be fashioned Sarista Culture into armor or leather for tents, wagon coverings, saddles. and so forth. The Sarista love company and always make Even though hunting and gathering are serious certain their guests feel right at home, have a duties, the Sarista approach them in a character- place to stay, are treated well, and enjoy them- istically lighthearted fashion. En route to the selves. However, the guests' gratitude fades hunting area they will join in song, engage in sooner or later because the Sarista are among the jousts of wit, or play practical jokes on one an- best con-artists, pick pockets, and tricksters in other. While some would say that this distracts Talislanta, and their abilities are almost always the group from the task at hand, the Sarista directed toward foreigners. Note that a Sarista would counter that enjoyment of life is what is will never knowingly steal from another Sarista. most important, and as long as they keep that in Cynics might go so far as to say that "Sarista mind, Fortuna will send good fortune their way. culture" is synonymous with "thievery."

18 Sarista Throughout the other lands of Talislanta, the their abilities and quick instincts. Those @ed Sarista are renowned for their talents as folk with witchcraft may live embittered lives of seclu- healers, animal trainers, fortune tellers, acrobats, sion in the woods of Silvanus or in other forested dancers, puppeteers, and thespians. ..or as moun- regions. tebanks, thieves, swindlers, and tricksters, depending on your point of view. One of the more mysterious aspects of Sarista culture is its native language, Sarisa. Sarisa is a While most of the Sarista live among their clans, rich and multilayered version of Common Talislan there are occasional Sarista who live totally so similar that non-Sarista listeners generally isolated lives. Such loners may wander through- believe that the Sarista are speaking in Talislan. out Talislanta, supporting themselves through The difference is that through the use of subtle

Needle needleleaf fires, the team is victorious. If the team fails, the other team gets to try. The team to One of the games the Sarista play on hunting successfully grab the last stalk wins. The player trips is a somewhat dangerous game called who wins is the player who personally grabbed Needle,which is played almost every time a the most stalks during the course of the game, needleleaf is encountered. The needleleaf has the even if that player was on the losing team. two unusual properties of being able to sense, through vibrations in the air and ground, when The game also has a practical element: things approach it, and hurling needles at them. the veins of the needleleaf plant contain a nectar, The needleleaf's needles don't do any si@icant which, when fermented, acts as a natural preser- damage, but they are painful (-1 on all rolls for a vative. The needles of the needleleaf are ex- minute, cumulatively). While occasionally deadly tremely tough and resistant to decay because of to the uninitiated, those who watch the needleleaf this preservative and therefore make excellent closely can usually avoid them fairly easily by toothpicks, which of course is why the Sarista staying out of its line of fire. The needles are fired have the healthiest teeth and gums of nearly any from stalks that can rotate around to face any race in Talislanta. Scars from needleleaf games target in the area, but the stalks can only fire in are not uncommon amongst the Sarista people. one direction at a time, and it can take a full second or two for a stalk to rotate around and face its target. When a band of Sarista encounter a needleleaf they gather in a circle around the plant. The winner is the person who can grab the most stalks, which are not poisonous, and rip them off the base part of the plant. The game is played by four people in two teams of two. The game requires teamwork, and tactics include distracting the needleleaf with movements, diving for cover, and then giving a teammate a chance to make a move while the stalk is distracted. An- other tactic is to get the stalks tangled up with each other so that their mobility is restricted. Throwing objects at the plant is also allowed. Throwing objects at your opponent is permitted too, but only as a means of distracting the needleleaf; outright combat is not allowed.

Finally, when only a single stalk remains on the needleleaf, the players back off and the team with the most stalks tries to snatch the last stalk through stealth. This involves approaching the needleleaf as slowly and as smoothly as possible, trying to Avoid making noise or heavy impacts on the ground. If these players are successful in grabbing the stalk before the

Sourcebook, Chapter Three: Sarista Life and Culture 19 gestures and inflections, the speaker may convey gifts! Popular Sarista activities include games, hidden meanings such as "believe nothing of what dances, plays, story-telling, and feasts. this one says" and "we must speak privately." This language is well-protected by the Sarista, Holidays who never teach it to outsiders. One thing that often confuses travelers is that Social Events each Sarista clan has its own calendar. The months, dates remain the same, but the different While the Sarista work hard to make their way in time frames of different Sarista clans are not the world, they believe in playing just as hard, synchronized. The seventeenth of Laeolis in one and they are sorely misunderstood by other races clan may be the twenty-sixth of Drome in an- for their cultural predisposition to seek fun. The other. Since every seventh night and eleventh day way the Sarista see it, Fortuna has blessed them is celebrated as a special event, the Sarista claim with life, happiness, prosperity, and the right to that this lack of synchronization was ordained by take anything they want-they should enjoy these Fortuna so that on any day or evening she can

Equs culture While most of the contest is reasonably safe from injury, the final contest between the top two equs The equs have an organization similar to some is an all-out fight. While it has been known for types of herds in our own world. Each herd has a the weaker equs to surrender, the battle is usu- clear leader who is the strongest male stallion in ally to the death. For some reason in the equs the herd, or at least the strongest stallion who culture it's perfectly acceptable to be beaten out has elected to come forth and try and be leader. early on, but to be beaten in this final fight is Once a year the equs have a major competition to considered a great disgrace, and if the loser does determine who will lead the herd for the next live, he is banished from the herd. year. At these games tke participants engage in various contests of speed, endurance, and There is a distinction between the equs of strength. Sometimes the competition is quite Silvanus, with the graymanes and silvermanes intense, and fighting occasionally breaks out. often in separate herds, though some hybrid While the Sarista are kept from getting involved herds can be found. The graymanes wander the directly in the games, they do watch, bet, and tracts of plains of Silvanus, while the silver- occasionally brawl between themselves about the manes, the swifter of the two breeds, wander the outcomes. sparse woodlands.

20 Sarista Solava La

One of the favorite Sarista plays, called “Solava La” in honor of its theme, concerns a wealthy Zandir noble named Zan who, it is said, came to Silvanus searching for happiness. The noble travels the lands and on each day that he stumbles upon a new Sarista clan, they happen to be celebrating Solava La! Each day, the noble encounters more wonders of the Sarista culture, loses more money to playful thieves, is burned on scams, and is seduced and then scorned by beautiful Sarista of the opposite sex. Finally, after Zan has encountered seven clans, and after seven days of feasting and seven nights of drunken revelry, the noble makes it back to Zandir, completely stripped of all posses- sions but permanently blessed by Fortuna to be the happiest person on Archaeus.

The play is popular not only because it personifies the Sarista attitude toward life, but also because it is an extremely difficult play to direct. It demands a large cast representing a wide variety of talents and skills. Aside from the Zandir noble, none of the charac- ters play roles in more than one clan party scene, and therefore almost everyone can get involved in the play and then go out into the audience and watch the rest of it. Of course the role of Zan is highly prized and can be played by a Sarista of either sex.

look down from her demesne and see her children doubly-blessed day to the Sarista, and the party- playing and praising her name. ing increases accordingly. The revelries on these special nights usually include a theatrical perfor- On every seventh night there is a huge bonfire, mance of some ilk, resplendent with costumes and the clan gathers for dancing, music, and and musical accompaniment. This day-and-night drunken revelry. On every eleventh day each clan affair is called Solaua La and oftentimes attracts gathers for a huge feast late in the afternoon. visitors from faraway lands who are looking for Every seventy-seventh day, when the eleventh day one of Talislanta’s renowned festivities. leads into the seventh night, is considered a

Sourcebook, Chapter Three: Sarista Life and Culture 21 Marriage

Marriage is a strange and complex affair among the Sarista. At the root of the complexity lies a tradition of polygamy that both sexes of the Sarista practice commonly. With divorce rare and the average Sarista eventually marrying two to four spouses, familial ties become quite complex. Having halfsiblings and stepsiblings in one’s clan is more often the norm than the exception.

The actual wedding ceremony is a wonderfully festive occasion, unlike the tiresome rituals that prevail in other cultures. The ceremony involves an exchange of gifts to symbolize the spouses’ love for each other, and the newlyweds’ other spouses (and their spouses’ spouses, if applicable) nearly always participate in the ceremony. The specifics of the ceremony vary from wedding to wedding and are treated as a joyous occasion, with lots of food to boot.

Trying to figure out where a particular gypsy is on a given evening can be quite a challenge. The Sarista aren’t assigned to any particular wagon or tent and have a tendency to move around quite a bit, sleeping with one spouse (or several spouses) on one night and another on the next, and leaving their belongings all over the place. Most tents and wagons aren’t owned by a single Sarista but instead are communal property, and friendly disputes always break out over who gets to sleep where. To make sure that each married clan member has a place to sleep in case of marital squabbles, most clans have a large central tent or dwelling called “the public” where anyone can sleep. Since the comforts in the public are minimal, most Sarista try to avoid having to stay there by making other bedtime arrange- ments.

Children play with each other as though the clan is one big family, as indeed it is. A stranger would be quite amazed listening to an average group of ten or twelve Sarista children taking about an hour explaining who is the child of

22 Sarista whom, whose parents are married to whom, and how if you just go one or two steps removed they're really all related anyway. Fortunately inbreeding doesn't have any negative side effects on the Sarista.

It should be noted that children outside of wedlock are heartily discouraged, and a therefore shotgun weddings are common.

Religion

Religion is a central part of Sarista life. There is a nearly universal belief in and worship of Fortuna, the goddess of fortune. The Sarista believe that Fortuna created the world for them as a gift and that, therefore, anything in it is theirs for the taking. However, the Sarista never steal from each other, stealing from one's own people being considered as terrible as stealing from Fortuna herself.

Luck, fortune, betting, gambling, games, and contests of skill or luck are mainstays of Sarista life and culture. Whenever something goes wrong it's assumed to be a sign to move on to "greener pastures." All problems can be resolved by moving on to new lands, new loves, or new careers. This apparent fickleness is inextricable from the Sarista's religious beliefs: the life of the Sarista is governed by the presence or absence of their patron deity, Fortuna. Faced with adversity, the superstitious Sarista are likely to move on, seeking the favor of the Capricious Lady elsewhere. This tendency often makes the Sarista appear "flighty" to outsiders, and it is true that they seldom master their chosen profession and are hard to rely on. Nevertheless, the Sarista themselves consider their lives to be solid and fulfilling.

The Sarista believe in another spiritual entity: Death. They do not regard Death with fear, but rather with mocking humor as they strive to cheat him at every oppor- tunity. Humorous images of Death are painted, carved, and sculpted, with Death being depicted without exception as a hilarious and bumbling fool.

Sourcebook, Chapter Three: Sarista Life and Culture 23 CHAPTERFOUR

~

This section contains a collection of various odds Non-Player Characters and ends, tidbits if you will, that can be easily be thrown into Ongoing adventures and Campaigns in The following NPCs can be used any way you Silvanus or used with "The Jewel of Fortuna" want. Perhaps you need a Sarista to fit into an adventure found in the next section. Provided adventure or campaign, or a player wants to play here are four NPCs to use as you please, a a Sarista PC and you haven't the time or inclina- silvanus random encounter table, the details Of a tion to create one from scratch. They can be Sarista mercantile booth, and a write-up of a thrown in as quick encounters or random locals visiting Farad caravan. to whom the PCs can talk, or they could become recurring characters. IIGarnel, Sarista Gui Languages: Sarisa +5, Common Talislan +5. * Extra parry or only a -3penalty on multiple Description: Man, age 21. 510", 160 pounds. attacks. Olive complexion, dark green eyes, unkempt Armor: Leather, 1 point. Sometimes wears black hair, mustache, ruddy features, fresh chain on duty, 3 points (-1 on all actions). scar on right cheek, various bruises all over, Skills: Secondary Combat +6, Guard +6, bad breath. Wears leather vest, cloth Swordsmanship +9, Interrogate +5, Stealth +8, breeches, durge-hide cloak dyed black, a red Coerce +7, Waylay +8, Gambling +5, Customs, headband, a silver bracelet inset with a ruby Nomadic (Sarista)+1, Ride (equs) +4, on the left wrist (50 g.1.). single black iron Hunting +2. earring in right ear (Arimite, 5 s.P.). Carries a Special: None. dueling sword, a dagger, and a pouch with thirty g.1. in various coins. Unlike most Sarista, Garnel can't hold his INT 0 PER +1 liquor. Suffering a monotonous life of boring WIL +1 CHA 0 guard duty and military-level restrictions, STR +2 DEX +3 Garnel chooses to drink away his sorrows at CON 0 SPD 0 night wherever liquor is being served. When Hit Points: 20 Garnel drinks (or is refused a drink) he blows Attacks CR Damage off steam by breaking things and picking fights. Dueling sword* +9 d8+2 Garners clan and family are unsure about what Dagger +6 d6+2 they should do with him.

24 Sarista Darius, Sarista Gypsy, 4th Level Pearl, Sarista Gypsy, 4th Level

Languages: Sarisa +5, Common Talislan +5. Languages: Sarisa +5. Common Talislan Description: Man, age 17. 5'4". 90 pounds. Olive +5. complexion, green eyes, black hair, boyish charm. Description: Woman, age 18, 54". 110 Wears flashy green cloak, sky blue and white garments pounds. Olive complexion, bright green high boots of soft animal hide, purple sash, and a eyes, long black hair, innocent smile. simple gold earring (10 g.1.). Carries dagger stuck in Wears simple aqua-colored frock, silver belt. Darius is dangerously curious and loves to hear earrings (2 g.1. each), and three ornate and see things that he would be better off not knowing silver rings (5g.1. each). Can usually be about. Darius appears friendly and helpful but could found carrying around a pouch with 3d6 get the PCs into more trouble than it's worth. g.1. that doesn't belong to her. Pearl is INT +1 PER +1 charming and is very direct in her flirta- WIL 0 CHA +2 tions, which she usually begins by stealing STR -1 DEX +4 money from the object of her desire and CON 0 SPD 0 teasing him with it. Hit Points: 18 INT +1 PER 0 Attacks CR Damage WIL 0 CHA +3 STR -1 DEX +4 Da@@er- _.w-- +7.. d6-1 Armor: None. CON 0 SPD 0 Field of Magic: Witchcraft. Hit Points: 18 - II - speus per Hay: 3 Field of Ma Igic: Witchcraft. Spells 1wIR Effect Spells per 1Day: 3 -- -Y Jinx +1 2 Summons mischievous Spell spiriff0I-m Obsession +2 Afflictstarget Rejuvenescence +2 Rest1ores vitality with a powerful urt Ise Skills: Secondary Combat (dqger, short bow) +7, Shills: Secondary Combat +6, Rudimentary Rudimentary Magic (witchcraft) +2, Legerdemain +6, 1Magic +2, Legerdemain +8. Acting +7, Song ,7 ---I- n--i--A- . in A---:-- T------Acrobatics +8,Acting +6, Pick Pockets + 10, TI, rivm rucncm tlu, ~pp~ascI icasure --.. .- . .Stealth A!? Annraice Tregcirre ~h h'lrrde AL f hrctnmc +5. Seduce +9.~~ LockDickin@+S. Lin-Reading v-._-u_ . v, *yar"Lu"'A 1 UUUUI" I v, -I-"- I T,VU"C"lll", --r-----o -. -- r- Nomadic (Sarista)+5. Customs, Urban (Zandu) +2, +41 Customs,-Nomadic (Sarista)+2,1 3rt +3, Tracking +3,Hunter/Gatherer +2. Artificer (silver) +6.

Rastur, Sarista Hunter, 6th Level

Languages: Sarisa +7, Common Talislan +7 Description: Man, age 32, 57", 153 pounds. Olive complexion, green eyes, long black hair won-lin tassels, neatly trimmed mustache. Wears comfortable and colorful garments, high boots, a broim

xrrh;tn ninth LnoAL-n-rl nilrrn-tnonalr. i- Lmirftrr+-l -4' C 1 --.-I .+.lA-- -Le:... 11 n I uauii, wuiLL Liuui iILauucuiu, vAuaLcuiivci muuciu iiau ~LUUU vi J g.i.~,culu d- gulucll~~lml d.1.). Carries dueling sword at side. Rastur is friendly, open, and well-traveled (in Zandu. anyway). Rastur acts as if everything is one great game and may challenge one of the PCs to a friendly duel just for the fun of it. Rastur has become bored of the campground after such a long time and tends to wan .der off a lot. INT +1 PER -I-1 WIL 0 CHA +1 STR +1 DEX +3 CON 0 SPD +1 Hit Points: 22 Attacks CR Damage Duelingsword +6 d8+1 Armor: None. Skills: Secondary Combat +6, Hunter/Gatherer +7, Con +7. Gambling +7, Archery +8,Tracking +7, Customs, Nomadic (Sarista)+2, Guide +3, Talislantan History +5. Special: None.

I Sourcebook, Chapter Four: Tidbits 25 -5esF(Q)=-(e)x sourc book -(!)--(e?= Encounter Table Silvanus Random 1 Sarista clan on the move. 2 Wandering (foreign)merchants. This table to the right is provided for rolling up 3-4 Wandering lone Sarista. quick encounters while the PCs are in the wilder- 5 Four to seven Sarista hunters. ness of Silvanus. If the PCs are in the Dire 6 Flock of avirs. Woods, then add five to the roll. 6-7 One to six grazing erd (GB p. 254) 8-10 Eleven to twenty gruffan. One-Shot Encounters 11-13 One to twelve equs (graymanes in the hills, silvermanes in the forests). These five encounters can be easily thrown in as 14-15 One to sixwild durges (GB p. 253). encounters in Silvanus or as hooks to bring the 16-18 Two to eight exomorphs (GB p. 262). PCs into an adventure of your own devising. 19-20 One to three omnivrax (GB p. 265). 21-22 Two to eight omnivrax (GB p. 265). Farad Caravan 23 One to three necrophages (GB p. 273). 24 One to four banes (GB p. 259). 25 Three to werebeasts (GB This fully detailed caravan could be encountered six p.270). nearly anywhere inside or outside of Silvanus,

26 Sarista Eleven Mmite Knife-Fighters. 6th Level Languages: Common Talislan +6. Attacks CR Damage Description: Men, ages 20 to 26, 52"-6'2", 90- Throwing Knife * +9 d4+1 170 pounds. Swarthy complexions, ratted black Crossbow, light +6 d8 hair, dark eyes, hatchetlike features, badly in Broadsword +6 d10+1 need of a bath. They wear ragged fur vests, worn * Can throw two knives simultaneously without dark gray sackcloth breeches, and tough hide penalty: each knife-fighter has four throwing boots. Black iron earrings (5 s.p. each) and knives. armbands (1 g.1. each). Scars, shaggy mustaches, Armor: Leather, 1 point. and tattoos are also prevalent. Skills: Secondary Combat (broadsword, light INT 0 PER +1 crossbow) +6, Arimite Knife-Fighting +9, Mounted WIL 0 CHA 0 Combat +9, Mountain Climbing +9, Hunter/ STR +1 DEX +3 Gatherer +7, Customs, Urban (Arim)+1, Drayman CON +1 SPD +1 + 1, Coerce +2. Hit Points: 23 Special: None.

though an outline of its route is given as a suggestion. The Farad have some secrets for sale, and some of the other passengers have secrets that aren't.

These knife-fighters are a grim and moody lot hired by the Farad as caravan guards, scouts, laborers, draymen, and body- guards. Theyare prone to arguments and violence but basically tolerate their jobs and each other since they are paid well, get a chance to push people around, and get in an occa- sional skirmish with foolish bandits. It's common for knife- fighters stationed inside the wagon to be drunk, and a quickly diminishing supply of chakos (GB p.197) is on board to keep the Arimites happy. The knife-fighters do not have a wagon of their own and must camp outside.

Sourcebook, Chapter Four: Tidbits 27 Four erd (second level) and five graymanes (third Skribaria was hired into the caravan in Hadjistan level) accompany the caravan, serving as beasts of to make sure the Farad aren't apprehended by burden (the erd) and mounts (the graymanes). All the authorities for possessing illicit goods and of the erd bear brands with the caravan's symbol. such, but she's not in this for the money. Shortly However, one of them also bears the brand of an before the caravan arrived at Hadjistan. she Orgovian trader, covered with a small patch of stumbled upon some documents that link to- fake fur, stolen, of course. If the PCs inspect the gether various legends, rumors, and facts. She erd, they will discover the brand. believes the documents could prove to be ex- tremely important, as they specify that deep If the Farad are approached and questioned beneath the swamps of Mog (GB p. 30) lie the about the symbol, they claim that they must have ruins of some long-forgotten place. These ruins purchased stolen erd and insist that they will may hide lost knowledge, secret power, or per- return it to the proper owner after the caravan haps directions to an influential person, and they returns to Faradun.~ are Skribaria's destination.

Skribaria, Callidian Cryptomancer, 7th Level

Languages: Any (see Special) + 11. Description: Woman, age 34, 65". 163 pounds. Pale orange skin, large cranium, narrow build, always looks uncomfortable, walks with a mincing step, ink stains on fingers. distant look. Wears a regal headdress and robes of yellow linen, and carries five curiously crafted and ornamented rings {about 5-10 g.1. each) in a finely worked leather pouch. Carries a large leather-bound book containing spells, notes, reference works, and loose scrolls. She also carries one hundred g.1. in mixed coins, a magnifying crystal, two quill pens, and a vial of ink in a large pocket in her robes. The Farad have given her a dagger, which , she keeps in her quarters. INT +4 PER +2 WIL +1 CHA +1 STRO DEX -1 CON +1 SPD -1 Hit Points: 27

~ Attacks CR Damage Dagger d10-1 d6 Armor: None. Field of Magic: Cryptomancy. Spells per Day: 6 Spells MR

~ Erase +8 Seal +8 Symbol of Power +9 Skills: Secondary Magic (cryptomancy)+8, Ar- cane Lore +11, Cryptography +11, Cartography +11, Linguistics (reading) +11. Customs, Urban (Hadjin) +5, Antiquarian Lore +6, Stealth +3, Scribe +5. Special: Speaks in tongues; can speak and understand any language; fascinated by books and unfamiliar writings; roll versus WIL to resist the urge to study them.

28 Sarista chests that must be looked at to manipulate the Tarka, Arimite Revenant, 9th Level puzzle-lock inside. Roll INT-5 to try to get the ll right pattern. If the roll fails, then acid sprays Language: Common Talislan +lo. into the victim's eyes, causing only one hit point Description: Man, age 24, 58". Swarthy com- of damage but effectively blinding him or her and plexion, long unkempt black hair, dark purple causing great pain for an hour (-4 on all checks eyes, grim expression, small but elaborate tattoo where sight is vital). Another type of trap-box has of a death's head viper on chest, hidden under a similar mechanism but, instead of acid, releases vest. Wears a short night-gray cloak, slashed a cloud of morphius five feet in diameter. Victims fur vest, black sackcloth breeches, heavy gloves, must make a CON roll or fall asleep for 2d10 and a silver earring (5 g.1.). Carries long sword minutes. Even if victims succeed, they become knives in belt and hides his in a pocket jang groggy for a similar length of time (-1 on all die under his vest. Also carries an Arimite luckstone rolls). (GB p. 187)-just in case. Compared to the other Arimites, Tarka is unusually quiet and The second wagon serves as living quarters for prefers solitude. the Farad and Skribaria. At first glance it may be INT +1 PER +2 mistaken for a wagon full of valuable cargo since WIL 0 CHA +1 luxurious rugs, lanterns, and decorations line the STR +1 DEX +1 CON +1 SPD 0 Hit Points: 29 Five Farad Merchants, 8th Level: Attacks CR Damage Jarl, Pelur, Thoq, Tasque, and Elnivra Throwing Knife * +11 d4+1 Long sword +7 d10+1 Languages: Common Talislan +lo. Jang(Harakin +7 d8+1 Description: Four men (Jarl, Pelur. Thoq, Iron Boomerang) Tasque) and one woman (Elnivra).ages 29-34. * Can throw two knives simultaneously without 58"-6'6", 100-200 pounds. Flint-gray skin, chis- penalty: carry four knives at a time. eled features, dark and narrow eyes. The men Armor: Leather, 1 point. wear beards in twin braids, smug looks, elaborate Skills: Secondary Combat (long sword, jang) +7, headdresses, voluminous robes, sashes trimmed Arimite Knife-Fighting +11. Assassinate +11, with tassels, and velvet boots. Elnivra wears a Stealth + 11, Hide + 10, Tailing + 10, Lockpicking trailing purple silk gown and a necklace of silver + 11, Concoct Poisons (alchemy) + 10, Customs, loops and twists (10 g.1.). All of the Farad wear a Urban (Arim) +2, Waylay +4, Interrogate +3, small selection of jewelry, such as rings, brace- Drayman +2, Ride (equs)+2. lets, chains, medallions, and gems, set into their Special: None. clothes (total of 50 g.1. each). They conceal curved daggers beneath their robes and keep their swords in their quarters. The Farad are I' unscrupulous in their business dealings. Though Tarka was hired to do a mission in Silvanus, they'll scheme every last cent out of customers, joined the caravan, finished the mission, and is they make sure to keep the Arimites, Skribaria in looking forward to returning home. He is very particular, happy and the beasts well-tended, for secretive about his identity, a precaution border- they've got a lot invested in this caravan. ing on paranoia. One knife-fighter who asked to( INT +2 PER +1 many questions has already mysteriously disap- WIL +2 CHA -2 peared. Takra's in a sour mood after dealing witl STR -1 DEX 0 the Sarista, who he detests, and plans on leaving CON 0 SPD 0 the caravan with some other knife-fighters as Hit Points: 26 soon as they reach their destination, the city of Attacks CR Damage kth(GB p. 23). Dagger, curved +4 d6-1 Sword, dueling +4 d8-1 Merchant Caravan Description Armor: None. Skills: Secondary Combat (dagger, dueling sword) The first wagon is strewn with the most valuable +4, Merchant +6, Bribe +6, Coerce +6, Appraise goods: locked chests, boxes of Sigils, and even a Treasure +9, Caravan Master +6, Appraise Slaves few Kasmiran trap-boxes. Most of these +9, Customs, Urban (Farad) +3. Haggle +1, Con Kasmiran trap-boxes have locks set deep into the +1, Espionage +2, Beast Handler +3.

Sourcebook, Chapter Four: Tidbits 29 interior. The beds look comfortable and have From the start the caravan has been corrupt. forms, letters, and ledgers strewn about them. The Farad have been hired to deliver a small cache of weapons to one of the more violent sects In a dim, quiet comer sits Skribaria’s desk, which of the Aamanian Orthodoxists (GB p. 226) and the Farad mostly ignore since they can’t make have taken on a small selection of illegal goods. heads or tails of it. Several charts, maps, and These have not yet been discovered thanks to documents found on the desk are related to Skribaria, a Callidian cryptomancer. The Farad Skribaria’s discovery and are written in High are interested in more than simple trade and are Talislan, Elder, and Chanan. If the PCs acquire willing to buy or sell important information. and study these papers for a couple of days and succeed both Cryptography and Antiquarian Lore Caravan Mangest and Defenses rolls, they discover that deep within the swamps of Mog lie a very important set of ruins. Also The caravan is made up of four large roofed buried beneath the piles of paper can be found a wagons of sturdy craftsmanship and dyed wood, full map, including an outline of the caravan’s pulled by four erd. On each side of the caravan is route from Hadjistan and ending near the center a dark black and green painting depicting two of Mog at a large X. snakes intertwined through the holes in a large golden coin. While traveling, five Arimite knife- If PCs inspect the wagon’s structure inside and fighters, mounted on graymanes, surround the out and succeed at a PER roll, they will notice caravan, servings as guards and scouts. Either that the inside seems a bit shorter than the the Arimites or the Farad themselves drive the outside because a fake wall, Sealed by Skribaria erd, and the remaining Arimites either keep to at seventh level, hides the weapons headed for their quarters gambling or drinking, or guard the Aaman. In extreme emergencies on the road, cargo and supply wagons. Skribaria will Erase the Seal, allowing the weap- ons to be used. The Arimites have already had some minor run- ins with bandits. They respond quickly to attacks The third wagon is packed with common trade by giving a cry to alert the caravan and then goods and supplies for the caravan, such as throwing one or two volleys of knives. If the rations, feed for the animals, spare wheels, tools, number of attackers is large, the Arimites inside and an extra barrel of chakos the Arimites haven’t the wagons will also flre crossbows through the yet discovered. Hidden in the floor are a few arrow slits and eventually engage in hand-to- small, secret, and Sealed compartments that hand melee. If the fighting does not go well, the contain the various illegal materials that the caravan will proceed forward while the Arimites Farad are selling (GMs choice). attempt to reroute or lose the assailants.

Merchant Caravan Background Trading with the Farad

The caravan is owned and run by five Farad The Farad will do anything to make a quick merchants and the twelve Arimite knife-fighters lumen, whether through haggling, fancy sale who do their dirty work, one of whom is actually spews, lies, legalities, or even threats. There is a an Arimite revenant. The caravan was formed in bit of competition between the Farad to see who Faradun and steadily grew as the merchants can make the most money fastest, which fortu- traded in the Wilderlands of Zaran, where it nately never gets too competitive. picked up Skribaria in Hadjistan. The caravan then passed through Urag, where a costly raid Goods available for sale include items from all nearly crushed them and forced the surviving over Talislanta, such as Sarista silks and crafts, guards to leave. It next traversed Arim, where Arimite weapons, Bodor Musical Charms (GB p. Arimite knife-fighters were hired as the new 187),Rahastran Zodar decks (GB p. 190),and guards, to Zandu, and, finally, to Silvanus. The various Hadjin. Orgovian, and Zandir goods. Arimites did not enjoy their trek through Silvanus, and it proved challenging for the Farad If the PCs look like shady sorts and don’t ask too as well. The caravan is now crossing the border many questions, the Farad may suspect they are between Silvanus and Zandu and is heading to looking for something more and try to entice them Aaman, from where it will quickly pass through with their selection of illegal goods, such as Mog and the Dark Coast on its way home. poisons and rods of alchemy, which are banned from Zandu.

30 Sarista The caravan is a sure-fire source of rumors, which the imaginative GM can create using the Eleven Gruffan, 2nd Level material given here as a starting point. The caravan can also be used as an adventure hook Description: Gruffan are small (3’+ long and for further adventures. 2+ high), four-legged mammals with strips of shaggy gray and black hair and long rounded Gruffan Rampage snouts. They are usually quite dirty and are infamous for their stench. While the PCs are lazing around in the bazaar of a INT -8 PER 0 Sarista camp, a small pack of eleven hungry WIL 0 cm -3 gruffan casually run through the center of it and STR -1 DEX 0 proceed to stink up a storm. As several Sarista CON +2 SPD +4 run off in a hurry, the gruffan begin to rummage Hit Points: 7 through whatever they have left behind, rubbing Attacks CR Damage up against the characters in the process. The Ram +2 d4-1 PCs could help drive some of the gruffan off by Armor: Leathery skin, 1 point. force, but there are a lot of them. The best way to Special: Emanate a nauseating smell: everyone rid themselves of the gruffan is to either feed nearby must make a roll vs. CON or become them or use food to lure them away from the slightly nauseated (-1 on all rolls until in fresh camp. The characters will probably smell for air for a few minutes). quite some time afterwards until they have had nice long baths.

Sarista Hunters

While traveling through the woods or along an obscure trail, the PCs spot a group of Sarista who are off the path a little ways. They are obviously in the middle of a lunch break and have set aside their food to watch the PCs with interest. If the PCs approach the Sarista, the head of the party stands up and greets them cautiously, striking up some pleasant conversation.

Sourcebook, Chapter Four: Tidbits 31 Sourcebook

Davin, Sarista Hunter, 10th Level Mirk, Tassle and Garan, Sarista Hunters, 8th Level Languages: Sarisa + 10, Common Talislan + 10. Description: Man, age 37. 510", 160 pounds. Languages: Sarisa +8, Common Talislan +8. Olive complexion, green eyes, black hair tied back Description: Men, ages 26-34, 54,80-180 in a ponytail, neatly trimmed mustache. Wears pounds. Olive complexion, green eyes, black hair bright forest-colored tunic and breeches, black tied back in a ponytail, wearing neatly trimmed cloth cloak, sky-blue headband, low soft boots of mustaches and beards. Wear bright forest- animal hide, short bow and quiver of twenty colored tunics and breeches, dark hide cloaks, arrows and a dueling sword. Wears a look that is cloth headbands, low sofi boots of animal hide, smug, almost mocking, but still friendly, on his short bows and quivers of twenty arrows each, face. and short swords. INT 0 PER +2 INT 0 PER +2 WIL +1 CHA +1 WIL 0 CHA +1 STR 0 DEX +4 STR 0 DEX +4 CON 0 SPD 0 CON 0 SPD +1 Hit Points: 30 Hit Points: 26 Attacks CR Damage Attacks CR Damage Short bow +14 d8 Short bow +8 d8 Duelingsword +9 d8 Short sword +8 d8 Armor: Leather, 1 point. Armor: Leather, 1 point. Skills: Secondary Combat +9, Hunter/Gatherer Skills: Secondary Combat +8,Hunter/Gatherer + 12, Coerce + 11, Interrogate + 11, Tracking + 12, +lo, Pick Pockets +12, Waylay +12, Stalking +12, Archery +14, Customs, Nomadic (Sarista)+3, Tracking +lo,Customs, Nomadic (Sarista)+3, !Stalking+6, Oratory +5. Haggle +6, Barter +5. Special: None. Special: None.

The hunters have been hunting an evasive playing on the wagon. He fakes a fall near one of exomorph for most of the day and carry a skin to the players. prove their success. They recently heard from some passersby that there's rumored to be an Terran pretends to have hurt his leg, hoping one ancient alquine tree in the area, which the hunt- of the PCs will help him up or carry him. If one of ers have been unable to find. If the PCs look the players obliges, Terran will then attempt to perceptive enough, the hunters ask them to join in pick the PC's pocket (Terran's Pick Pockets skill is their search and may invite them to a game of at +4). He splits his findings with his parents. If Needle (see the section on "Hunting and Gather- Terran fails his Pick Pocket, he will tell the PCs ing" in Chapter Three: Sarista Life and Culture). that he was only trying to help his parents by getting some money so they could buy a third The hunters are willing to trade their furs for graymane. His parents will pretend to scold him things such as metalwork and useful tools, which and promise the PCs it will never happen again. are harder to come by in Silvanus. They will reluctantly part with the exomorph skin but only Sarista Mercantile Booth for the hefty sum of one hundred g.1. (It would easily be worth about 110 g.1. outside of Silvanus.) This booth could be encountered nearly anywhere inside or outside of Silvanus, given the Sarista's Sarista Family widespread trade (see the "Trade" section in Chapter Three: Sarista Life and Culture). A Sarista gypsy family is traveling south to Zanth to sell their goods. Their conveyance is a hard- The Sarista booth is a fairly large and elaborate topped wagon pulled by two graymanes. The affair that serves as a clearing-house for several father is Jaraco, an expert leather craftsman and Sarista merchants who bring wares down from jeweler (fourth level). His wife is Jade, a healer Silvanus and Werewood. Passing merchants sell and herbalist (fourth level). Their only child is their goods, which the local merchants here then Terran, a lad of eleven. Though young, Terran is trade with other merchants or sell directly to already a skilled con artist. If the PCs stop to customers. trade or talk with the gypsies, they will find Terran 32 Sarista Sourcebook

Most of the items here are exotic, and the exact inventory changes regularly. The list below is just a starting point, and the GM should feel free to adjust the prices and availability of the goods to suit the adventure at hand:

The given prices represent the average amount the Sarista would expect to pay for such items. However, the Sarista being as they are, the price for foreigners is usually higher, depending upon how much the merchant supposes a potential customer can afford. Haggling is likely to lower the price considerably, for those who are skilled at it. The PCs should keep a careful eye on their pouches; they may get so carried away in their negotiation of prices that they don't notice the Sarista have already acquired their purses by other means!

When the characters first approach the booth they will be greeted by Sala, an attractive Sarista gypsy, who, though friendly enough, may have more of her mind on boys than on business. Judging the characters to be wealthy customers, she'll probably direct their attention to the crystal ball and the Rings of Talisandre.

Sarista Booth Inventory

Sarista crystal ball. 300 g.1. Foggy beryl, unenchanted but can be enchanted up to twelfth level. "A genuine magical crystal! See the future with your own eyes!" (GB p. 190) "Rings of Talisandre." 200 g.1. A large elaborate set of silver hoops that spin, circle, and fold onto each other. The Sarista claim only one exists, but another is in fact hidden away in the booth. Sarista love lockets. 150 g.1. "The true bond of love!" (GB p. 190) Moon charts. 100 g.1. Fancy charts centered around seasons and seven moons fortune-telling. Mostly bogus, but there is a bit of truth to them if one is persistent. Dream-catchers. 50 g.1. Elaborate tanglewood spider webs with quartz crystals dangling in the centers. Alleged to "capture" dreams before they escape. Whitewood flutes. 4-8 g.1. Exquisitely carved into various shapes, such as dragons, flowers,

Sourcebook, Chapter Four: Tidbits 33 INTRODUCTION THEJEWEL OF FORTUNA I r

"The Jewel of Fortuna" is an adventure designed The Blue Lotus clan was sympathetic towards the for three to six characters of fifth to eighth level, Erythnan Cabal's cause, a feeling provoked by a preferably natives of the Seven Kingdoms. De- recent discovery: the clan had just uncovered an signed for gamemasters who are familiar with the ancient tomb, possibly Archaen, near their camp- basic rules and themes of Talislanta, it begins in grounds. Inside they discovered a cracked but Cymril and is set mostly in Silvanus. Only this serviceable Archaen enchanted crystal, which had sourcemodule and the third edition Talislanta been power sources for Archaen sky cities and Guidebook are necessary to run this adventure. were more advanced versions than those cur- rently used by the Cymrilians. More importantly, Background: they also discovered some partial documents having to do with the windship and sky city The Erythrian Cabal arcanology of the Archaens.

"The Jewel of Fortuna" centers around a faction of The clan took these discoveries and the arrival of Tanasian wizards from Silvanus and a Sarista the Tanasians as signs from Fortuna that their clan allied with them. The faction is named the destiny, too, was in the skies of Archaeus. The Erythrian Cabal after one of the great militaristic Tanasians have played upon these beliefs of the sky cities of the Archaens from long ago, and it is Sarista, hiding their more sinister militaristic founded on the belief that the faction's rightf1-11 motives from them. place is in the grand sky cities like the Archaens before them (GB p. 8). In addition to this wish, Over a period of almost two years, the Tanasians the faction believes in the military potential of sky set up a laboratory complex around the Archaen cities and in reclaiming their power over the tomb, spending a great deal of time researching Seven Kingdoms. the fragments of knowledge they recovered. Since the laboratory was completed, the Tanasians have The Erythrian Cabal was begun by several ren- been experimenting with the enchanted crystal. egade Tanasians who had hijacked some Lacking the basic knowledge of windship Cymrilian windships over Durne. When their arcanology of the Cymrilians, the Cabal has set luck ran out, a number of them was captured, up a subfaction of Tanasians and Cymrilian and the rest were chased all the way into sympathizers inside the Lyceum Arcanum itself. Silvanus, where the Tanasians met the Blue (This subfaction will be covered in the upcoming Lotus clan. sourcemodule on the Lyceum Arcanum.)

34 Sarista Adventure When the adventure begins, the Tanasians are no they have something more insidious in mind than longer the rash youngsters they once were and simple thievery.. .. act with more caution, precision, and, most importantly, dedication. But they’re still Soldiers of Fortune: The PCs have been hired to Tanasians and their motives have not changed; in complete a mission of investigation, one that will fact, $heir desires have become all the more perhaps prove dangerous. In other words, busi- strong. With the help of the Lyceum Arcanum ness as usual with good pay. subfaction, they have been able to activate and use the Archaen crystal and know what knowl- Explorers of the Unknown: The PCs visit edge and materials they will need to build a sky Silvanus for a romp among the Sarista. As for the city, though they are still nowhere near achieving Tanasians, what exactly are they up to? What that goal. A few days ago, they stole a Cymrilian kind of danger is Saranis referring to? Either windship from the port in Zandrea, Sohar’s way, it sounds like fun. Pawn,with which they intend to experiment. As a bonus, a Dracartan essence accumulator (GB p. Mercantile: The Sarista are among the most 185) was on board. The Cabal has made several challenging and rewarding merchants to work major advances in aerial arcanology, but they with. They are con artists, swindlers, and pick have also overlooked a few important things. pockets, but if you know how to handle your (Chapter Four goes into greater detail about their purse, their craftsmanship is renowned through- progress.) out Talislanta. Are you up to the challenge?

GMs’ Information Experience Points

Before beginning “The Jewel of Fortuna,” it‘s a You can award experience points to all players at good idea to read the entire adventure, as the plot the conclusion of each play session or at the end is designed to be open-ended in a way that will, of each day of game time, according to your hopefully, inspire GMs to employ their own personal preference. Increments of five experience creativity. On the other hand, you can also play points are a good starting point, but you can “The Jewel of Fortuna” as a straightforward encourage good roleplaying, active participation, adventure by using the more direct leads given in and good problem-solving skills by rewarding the text and incorporating various NPCs and players with extra experience points (one to three scenarios from the ‘Tidbits” chapter in the to start). sourcebook section for added color. You will also find some quotations in “The Jewel of Fortuna” You might also award experience points to PCs adventure that you can choose either to read who are successful in particular adventure sub- verbatim or to paraphrase, as you wish. plots using the following table:

Campaign Style Finding the Pharesian peddler, 1 point.

”The Jewel of Fortuna” is easily adaptable to any Locating the Blue Lotus clan, 1 point. of the five campaign styles identified in the Talislanta Guidebook mercenaries, epic saga, Gaining Mother’s trust, 1 point. picaresque, explorers of the unknown, and mer- cantile. Add a little of your own imagination to the Destroying/stealing crucial parts of the basic adventure presented here, and you’ll create Tanasians’ research, 2 points. an engaging adventure to keep your unique group of players challenged and entertained. Preventing Teveron f?om escaping, 1 point.

Picaresque: The PCs get to travel to the distant, foreign, beautiful land of Silvanus and satisfy their curiosity about what the Sarista are really If there aren’t many players present, or if you like. don’t have the time to roll up characters for everyone, here are three characters that can be Epic Saga: If the Tanasians are behind the used as either player characters or non-player windship theft, they should be stopped. Perhaps characters:

Adventure Module, Introduction 35 -

TESR!Q)--(8)- Adventure 7ES?C!Q)--(elm

Venislandra, Cymrilian Warrior Mage, 6th Level Languages: High Talislan +7, Archaen +7. Description: Woman, age 24, 63",160 pounds. Light green skin, slender build. Wears red cloak and purple garments of spangalor. Carries an Arcane long sword (twenty-second level), a dagger, leather and silver-bound spell book, and a pouch with mixed coins and gems (100 g.1. total). Venislandra is a brash and restless young woman who has traveled across all of the Seven Kingdoms, Aaman, and Zaran, serving as crew &d pilot on Cymrilian windships. She could be useful to the PCs during the flight on the Silvermoon In addition, Venislandra owns a small collection of curios she "picked up" from her travels, including one Aeriad bracer of levitation, an amberglass orb (a Trivarian playing piece, GB p. 229), a spike off of a Thrall garde, and a set of amber opticals (GBp. 198). INT +1 PER 0 Skills: Secondary WIL +1 CHA 0 Combat +4, Second- STR 0 DEX +1 ary Magic +4, Pilot CON 0 SPD +1 (windship) +6, Hit Points: 22 Arcane Lore +7, Attacks CR Damage Customs, Urban Arcane Long sword +4 2d10 (Seven Kingdoms) Dagger +4 d6 +2, Swipe +2, Armor: Spangalor, 2 points. Talislantan Cultures Field of Magic: Wizardry. +2, Haggle +2. Spells per Day: 5 Special: Temptation Spells MR to investigate magi- Animate Obiect +5 cal items or docu- Arcane A& +4 ments; roll vs. WIL Spellbind +4 to resist.

Knii-ker, Blue Aeriad Scout, 5th Level

Languages: Common Talislan +4. Description: Boy, age 15, 5'9", 105 pounds. Iridescent blue plumage, vestigal wings, distant look. Knii-ker is an energetic, proud, and rebel- lious youth, who is quick in combat and calm anc firmly set in conversation. He possesses a lot of experience in the raw wilderness. Knii-ker loves gliding and despises the idea of devolution of the Aeriad. INT-1 PER+2 WILO CHAO a STR 0 DEX+4 CON-1 SPD+2 Hit Points: 19 Attacks CR Damage 2 Crescent Knives +8 d4 Tri-bow +11 d8 Armor: Aeriad light body plate, 2 points. Skills: Secondary Combat +7,Archery +lo,Scoul +8,Weaponer +lo,Customs, Urban (Vardune anc Cymril) +0, Hunting +4. Tracking +4, Set/Detect Traps +5/+3. Special: Gliding (up to twenty-five yards, weather permitting). 36 Sarista Beni Wahalli, Gnomekin Warrior, 7th Level

Languages: Common Talislan +7, High Talislan +l. Description: Man, age 21, 3'2", 83 pounds. Nut- brown skin, soft black mane, large green eyes, childlike features, walks with a light step, burn mark on back of left hand from childhood acci- dent. Carries a crystalblade, dagger, sling with twenty stones, two vials of stenchroot, two vials of orange fungus, amber opticals, 65 g.1. in various coins, and cooking gear. Beni is friendly, open, and optimistic, and he never uses first person pronouns. He has developed his skills to deal effectively with other people without fighting and is becoming an accomplished artist and cook. INT 0 PER 0 WIL 0 CHA +1 STR +2 DEX +4 CON+5 SPD 0 Hit Points: 34 Attacks CR Damage Crystalblade + 14 d8+2 Sling w/ 20 stones +11 d6 Dagger +11 d6+2 Armor: Black iron shield, -2 to hit. Skills: Primary Combat + 11, Artificer (black iron) +7,Customs, Urban (Cymril and Durne) + 1, Haggle +3, Barter +2, Swim +1,Art (mosaics) +4, Cook +2. Special: Night vision; natural cl

Adventure Summary Chapter 1: Beginning in Cymril, the player Chapter 3: Soon, the PCs are drawn to the characters are summoned by the Cymrilian campgrounds of the Blue Lotus clan. Through noblewoman Saranis and hired to investigate the long investigations and several encounters, theft of a Cymrilian windship from the port of Mother and the Tanasians decide whether the Zandrea and subsequent sightings of Tanasians PCs are their friends or enemies. If the Tanasians' in Silvanus. The PCs are given passage on a treachery is revealed, Mother will side with the windship bound for Zandrea, where they begin PCs against the Tanasians. The PCs may end up their investigations. The flight is for the most captured and on trial as well. part uneventful. The PCs may discover that the windship was stolen with a large amount of Chapter 4 The PCs may observe, sneak into, and morphius powder and may find that one of the make a mess of the Tanasian complex, or they guards, a mute Zandir, is missing. Soon enough may end up being overwhelmed and captured. the PCs are off to Silvanus. Teveron, one of the adepts, attempts to flee on Solnar's Pawn with the crystal and some impor- Chapter 2: After crossing the creepy Necros tant documents. He attempts to use the crystal, River border, the PCs find themselves deep in which malfunctions, and the ship may crash Silvanus. This chapter covers several directions while the PCs are in mortal combat with a hoard of investigations and some encounters. The PCs of Tanasian wizards. may be discovered by the Blue Lotus clan mem- bers so that the clan will be ready for them. The PCs may track down the Pharesian peddler who sold the morphius powder to the Blue Lotus clan members, and they may find Evernis, the escaped Zandir guard. Adventure Module, Introduction 37 CHAPTERONE THEMISSION

The adventure begins in the city of Cymril when a the PCs are deeply involved with the upper-class young Cymrilian messenger boy approaches the or politics of Cymril, they won't have a clue who player characters, either as a group or individu- Saranis is. If they ask the messenger about their ally. The PCs are each given a note telling them mysterious invitations, he simply says "Every- that they are expected to be present at the home thing will be explained to you when you get of "Saranis"for dinner in order to discuss a there. " request for their services. The note also gives directions to Saranis's home, which the PCs At the door the PCs are greeted by a humble and discover is an elegant Cymrilian mansion. Unless rather placid butler, who asks their names and directs them to the dining room, saying "Your host will soon be with you. " The butler shuffles away, closing and locking all the doors behind him, much to the bafflement of the PCs, who are forced to wait several minutes. Their host finally arrives as soon as the PCs get really bored or in the middle of a conversation, if one starts.

30 Sarista Adventure

Saranis, Cymrilian Magician, 15th Level

Languages: High Talislan +18, Archaen +18. Description: Woman, 62",127 pounds. Light green skin, long yellow hair, narrow face and eyes, slender build, regal manner. Wears high- collared slender red spinifax robe, red iron ear- rings (1 g.l. each), and a short golden necklace (45 g.1.). Never lets go of her enchanted staff (+3 damage) with Invisibility (second level, ten times per day). Saranis is a diplomat at heart and is a bit paranoid, distrusting nearly all non- Cymrilians, most especially Tanasians. ' INT+3 PER-1 WIL 0 cHA+1 STR 0 DEX-1 1 CON 0 SPD-1 Hit Points: 40 Attacks CR Damage Staff +3 (d10)-1 d8+3 Armor: Magically enchanted robes, 3 points. Field(s)of Magic: Enchantment, Wizardry. Spells per Day:19

~ Spells MR Effect Invisibility (staff) +2 Caster turns invisible for two rounds 1 ArcaneBolt + 18 Does d4 damage/level Arcane Aura +18 Stops d4 damage/level Skills: Primary Magic +18, Arcane Lore +18, Customs, Urban (Cymril) +7,Oratory +6. Diplo- macy +5,Aristocrat +4, Litigator +4, Interrogator +5. 1 Special: Tempted to investigate magical items or documents; roll vs. WIL to resist.

An attractive and regal Cymrilian noblewoman Saranis waits for positive answers, dismissing walks into the room, and, while Cymrilian ser- anyone who makes indicates that he or she vants prepare and serve dinner, she introduces doesn't want a part in the mission, and then herself as Saranis, an advisor in foreign affairs to continues: the Council of the Kings. Saranis is kind and gracious to Cymrilians and to natives of the Seven '"he information I am about to tell you is Kingdoms in general, but she eyes foreigners with confidential, and these words should not distrust and generally ignores everything they leave this toam. Now, some weeks ago, mer- say. You can read or paraphrase her request as chants spotted several Tanasians traveling follows: through Siluanus; three days ago, a Cymrilian windship named Solnar's Pawn was "Because of a lack of tesources andfor secu- stolenjivm the docks in Zandrea. It belongs rity reasons, I have been asked to request the to a Cymrilian merchant named Dernus." She services of outsiders for a particularly deli- looks over the PCs again. "You're probably cate mission. Your reputation precedes you, wondering how these things are related." and you, " she quickly glances over each charac- ter, "have been chosenfor a mission that Saranis sets a piece of fresh parchment on the could be of the greatest importance. This table, and the PCs see that on it is drawn a crude mission involves travel and investigative work sketching of a winged serpent wrapped around a and may be dangerous. Will you do it?" giant arrow.

Adventure Module, Chapter One: The Mission 39 Although Saranis isn't being totally truthful to the PCs, they are not yet aware of this. As an advisor to the Council of Kings, she plays but a minor role in the government and is generally over- looked because of her rebelliousness and exces- sive paranoia. She knows that the Council would never investigate the Tanasians based on the sketchy evidence she has obtained, so her mis- sion is not sanctioned by the Council. She may have obtained the PCs' names from someone who dealt with them in the past, perhaps Abn Qua if the PCs have been through "The Magical Fair" or "The Scent of the Beast" adventures. If the PCs shut down the Tanasians' operations, Saranis intends to take all of the credit in order to im- prove her position in the Council.

There's also a reward that Saranis hasn't men- tioned: five thousand gold lumens offered by the owners of Solnar's Pawn for its safe return. She intends to claim this for herself and, if asked, she will deny she has heard of any reward for the "This sketch was made by a Cymrilian mer- ship. chant in Silvanus, who saw this symbol painted on a pendant the Tanasian was Assuming the PCs accept, Saranis gives them the wearing. We checked the archives andfound details of the trip to Zandrea by windship, gives that this is the crest of afaction of Tanasian them a copy of the Erythrian Cabal sketching, rebels, which was betieved until now to be reminds them that the meeting is secret, and bids defunct, who catted themselves the them farewell and good luck before politely kick- "Erythrian Cabal." Two years ago the ing them out. If the PCs try to locate Dernus for Erythrian Cabal hijacked a smallfleet of questioning they will find that he is "away on windships and windskins mer Durne and business." were caught and imprisoned. A few of them later escaped, and it looks as though the Tanasians are up to no good again." The Flight of the Situemoon

"Mg request is that you travel to Zandrea and The player characters are instructed to show up into Silvanus to investigate the Tanasian at one of the windship docks in Cymril early in activities and either report the information or the morning in order to board their windship, the put a stop to them. Your passage via Silvermoon The crew expects the Silvermoon to windship will be provided, of course. Will you arrive at Zanth late that night and at Zandrea the help us?" next day.

Sooner or later the PCs are likely to bring up the The Silvermoon is a standard Cymrilian windship subject of payment or rewards: designed exclusively for carrying passengers and cargo. The hull is painted in flashy blues and greens with silver stripes, and a symbol of "Of course. 11 A flicker of a smile. "For the inves- tigation you will each be rewdedfrve hun- Talisandre, Talislanta's silver moon, is painted on dred gold tumens. If you put a stop to the either side of the forward hull. The single main Tanasians, you will each receive an addi- sail sports the huge silver seal of Cymril and the tional one thousand gold lumens. In addi- Seven Kingdoms. The PCs are shown to their tion, you will be given one thousand gold quarters (two per room), which aren't roomy but lumens now with which to grease the palms are comfortable and brightly decorated. Through- of the Sarista, who are notorious thieves and out the flight they will be offered complimentary swindlers." A look of contempt passes over meals of various common but enjoyable Cymrilian Saranis's face. delicacies.

40 Sarista The Silvermoon is operated by a crew of eight If that should occur, five of the other Aeriad will Cymrilian warrior mages and piloted by a circle above the ship, and one will approach the Cymrilian captain named Lavendir. The crew is ship directly, yelling for the ship to come to a happy with their work and pay, though they complete stop. The captain of the Silvermoon will aren’t terribly friendly to the passengers, as comply, and, providing the player characters they’ve met a lot of bad apples and generally don’t do anything to antagonize the Aeriad, the mistrust anyone with whom they aren’t well head of the patrol will check the ship’s cargo, acquainted. The other passengers keep to their license, and navigational log, which the captain rooms and their own business for the most of the has readily available. The patrol will then allow trip. the ship to proceed.

Entering Vardune Approaching nightfall, the Silvermoon crosses the border into the northern edge of Aaman, and at about midnight it crosses the Great Barrier Wall The Silvermoon takes off early in the morning, flying over the sweeping hills of Cymril that then between Aamahd (GB p.22) and Zanth, landing give way to the dense forests of Vardune. Shortly finally in Zanth. After some time loading and after crossing the border of Vardune, the unloading passengers and cargo in the docks of Zanth, the Silvermoon takes off once more, flying Silvermoon slows down to a crawl and dips lower. over the lands of Zandu and arriving at Zandrea As it does so, it is greeted by a patrol of Aeriad who are obviously wearing bracers of levitation. by midday the following day. The patrol consists of seven Aeriad, one of whom always hovers a long ways back, well outside of Zandrea range of missile weapons and most spells. This Aeriad is simply a spotter, who will immediately Before the player characters are allowed to leave signal for help should any trouble arise. the Silvermoon, they must pass through customs.

Adventure Module, Chapter One: The Mission 41 Adventure In Zandu, the following items are consid- their point of view), and most are glad to help. An- ered illegal and are not allowed to be other good, but futile, method would be to show brought into the land: around the Erythrian Cabal symbol and see if any of the Zandir recognize it. Practically no one in Zandrea Jewelry, books, paintings, etc. that has seen a Tanasian, and some confess they couldn’t prominently display an eye because of the tell a Tanasian from a Cymnlian. Furthermore, no association with the “all-seeing eye of Aa” one here would recognize the Erythrian Cabal sym- (GB p. 187). bol. On the other hand, the PCs could get some valuable leads from investigating the theft of Solnar’s Any Aamanian religious works. Pawn.

Texts that purport to explain the uni- The best place for the player characters to start is at verse, especially any that claim to answer the Zandrea windship docks. The dockmaster tried one of the questions posed in Zandir holy to keep the news of the theft of SoZnar’s Pawn quiet, work,?’he Great Mysteries (GB p. 23). but the word still got out. Each hour the PCs spend Some overly zealous guards have even questioning random people around the docks, they been known to confiscate books on have a 20% chance (four or less on a d20) of finding etiquette and the like. someone who has heard the rumors:

Because of a huge increase in trade with “The stolen windship? Oh, ges, yes. I’ve heant the Sarista during the last few years, about that: one day it’s them, and the next, poof! Zandrea has grown from a simple border Vanished into thin air, with the guards found outpost to a major trade center and is still sleeping in a nearby shed. The Cymnlian mer- growing. Though much of the city is based chant who owned the ship was hopping mad upon mercantilism, the Zandir have made it about the whole thing too, shoslting up a stm a full-fledged city, one which is influenced for most the dag.” heavily by its Sarista neighbors. Zandrea is full of opportunities, merchants, and entertainment. Though the Pcs may walk away broke, they’ll walk away happy. It is also here that the PCs will begin their investigations.

The Zandir people are known for their lack of inhibition, as opposed to their stuffier neighbors, the Aamanians. They are fond of music, dance, and all manner of stimu- lating pastimes. They dress at least as flamboyantly as the Sarista, and they make quite a dogma of their attempts to be different and unique, to stand out in a crowd. If it weren’t for their single-minded Paradoxist beliefs and level of civilization, the Zandir would have much in common with the Sarista, but the two cultures remain very different.

Investigations in Zandrea

There are several different approaches the PCs could take in investigating the Tanasians and the stolen windship, but simply exploring Zandu and asking ques- tions is the simplest of these. Thieving talents such as Bribe and Coerce aren’t necessary and might even get the PCs in trouble. The Zandir tell their truth (from I 42 saris‘ta If pressed for information. a Zandir at the docks weren't wem quickly overtaken by a group of will refer the characters to Zelnir, the dockmaster frighteningjigums clad completely in black. who was in charge of the ship. The guards were knocked out, bound and gagged, and locked in a storage building. Zelnir is one of the three dockmasters responsible One of the guards, Evernis, is still missing. for the Zandrea windship docks. He's a stocky We're all a bit womed about him; he's a Zandir charlatan with a pale face and short hair young lad, new here, and, well, he's mute." If who wears baggy blue and red clothes. Zelnir is the PCs ask about Evernis, you can read the fed up with his job of drab paperwork, legalities, description of him that appears under the Evernis and complaints. He longs to live the wild life in encounter in Chapter Two: Into Silvanus. the more extravagant areas of Zandrea, but, unfortunately, he is a workaholic, and work must If the PCs ask about the possible involvement of always comes first for him. It is for these reasons the Sarista in the theft of Solnar's Pawn, the that he appears impatient when the PCs come guards answer: "The Sarista?Doubt it. See, poking around asking about the stolen windship, the Sarista will swindle you, pick your pock- which was supposed to have remained a secret: ets, and play games with you, but they won't steal your windship-no, theyjust don't do "The Pawn? Who told you-oh, neuer mind. that sort of thing. " What about it?" Assuming the PCs ask about how it was stolen, he replies "As I see it, those There isn't much information available outside inegkctual guards who were assigned to that the docks. No Tanasians of note have been ship overnight were sleeping on the job and spotted recently, and news of the windship hasn't were overtaken by a bunch of hoodlums, plain spread far outside the docks. However, if the PCs and simple. I've got that Cymrilian mer- think to ask some local merchants about the chant, Dernus, on my back, holding me re- selling of morphius powder, they will soon dis- sponsible for the loss of his ship; that cost cover that a Pharesian peddler specializing in us a prettyfortune or two. On top of which, morphius powder passed through Zandrea only a we had to reimburse him for a Dracartan week ago on his way north to Silvanus. essence accumulatoc Have you any idea how much those things cost?!" Zelnir stops for a Leaving for Silvanus moment to calm himself. "More than likely it was one those Sarista lookingfor a quick of One way or another, the player characters will buck; they're probably the ones who lifted need to head for Silvanus. They may wish to hire Solnar's Pawn. It was spotted heading north, a guide, for which Darius (see Sourcebook Chap- you know. And if it wasn't stolen by the ter Four: Tidbits) would fit nicely. Darius's fee is Sarista, it will be. It will be." thirty g.1. per day for his services, although he will accept twenty g.1. if the PCs beat his Haggling roll. Zelnir, who is tired of hearing about this theft, isn't likely to answer any more questions, but he Ahead of them, the PCs face a forty-five mile trek will refer the PCs to the guards to get them off his to the Necros River, the border between Zandu back, "Although they'll probably lie through and Silvanus. That's twenty hours on foot or their teeth to save their own hides." eight hours by equs. If the PCs are willing to part with the money, they might want to purchase The guards who were on duty when Solnar's mounts, graymanes being the most readily avail- Pawn was stolen refuse to talk to the PCs, but the able (three hundred g.1. or more). other guards at the docks are more than willing to fill them in on everything that happened that Near Zandrea, the party will see lots of traffic, night: most of which is Zandir patrols, caravans making the long trek to or from Silvanus, or farmers "It was an expert job all right. Late at night venturing to Zandrea to trade grains for supplies. the Pawn, while under light guanl, was en- The further the PCs travel from Zandrea, the gulfea by what the guards thought was a fewer farmers and patrols they will see on the cloud mist, but which turned out to be a of roads. the party approaches the border, the huge cloud of motphius powder. What could As density of Zandir patrols picks up again, as bring about such a cloud I'm not sure. Maybe security at the border is becoming increasingly magic. Anyway, most of the guards were necessary. Sooner or later, the PCs will arrive at knocked out by the cloud, and those who the Zandu-Silvanus border: the Necros River. Adventure Module, Chapter One: The Mission 43 Adventure

The Necros River where in northern Silvanus (the GM can pick the exact location). At border between Zandu and Silvanus is a cluster of several wooden buildings built around Meanwhile the PCs should be encouraged to the large concrete bridge that spans the Necros wander about Silvanus, looking for Tanasians Rver. The PCs will quickly notice the ominous and SoWsPawn, although they are likely to get atmosphere at the river’s edge and get a hint of ripped off and pickpocketed by cunning Sarista the vile smell of the black waters nearby, behind while they do so. Take time to introduce the land the buildings and the forest. and people of Silvanus to the PCs using the information you gained from the sourcebook The security for those leaving Zandu is less section. This would also be a perfect time to strenuous than for those entering the land. The include some of the NPCs and encounters from Zandir authorities (swordsmen and Sourcebook Chapter Four: Tidbits. swordswomen) look the characters over, but as long as none of them are wanted by the law, The remainder of this chapter details the clues, they’ll be allowed to pass, probably without even leads, and methods of investigation that can be coming to a complete stop. However, on the employed in Silvanus. Also described are some Silvanus end of the bridge, the PCs notice that interesting rumors circulating Silvanus, some there is a large line of people awaiting entry to mundane and some interesting, but none particu- Zandu. larly helpful. Use these to spice up the PCs’ adventures and to challenge their decision- Across the border, in Silvanus, there are no making abilities. Finally, some optional encoun- patrols or authorities. Silvanus has no central ters and twists for a change of pace are sug- government or organized military, and anyone gested. may enter freely. Investigations in Silvanus Exploring Silvanus The player characters are looking for the At this point the adventure becomes more open- Tanasians who stole Solnar’s Pawn,and at the ended, and the imaginative GM can shape the end of their search, they’ll arrive at the Blue adventure in any number of interesting ways. In Lotus clan’s campgrounds, whether or not they Silvanus, the player characters can go just about have learned of the connection between Solnar’s anywhere and do most anything they wish. Pawn and the Tanasians. Uncovering the clues Sooner or later, whether by luck, bribe, or follow- along the way to locating the clan can be as ing the clues, the PCs will come upon the camp- effortless or as challenging as you choose. You grounds of the Blue Lotus clan, located some- can divert the PCs’ attention by giving them misleading clues and directions that lead to dead

44 Sarista Adventure ends, or the PCs could accidentally stumble upon Con skill from the roll. If the Sarista’s Con skill is the clan. It all depends on the GMs ability to unknown, use +5 for simplicity. If the PCs have expand the notes on investigations that follow been already trying to pry the information out of and on his or her decision to use or ignore the this Sarista, and the Sarista has been responding rumors and encounters suggested later in this cautiously, the roll is an opposed action: Roll Con chapter. (or d10 + CHA) for both the PCs and the Sarista. If the PCs fail, or if the Sarista’s roll is equal to or Not every single NPC that the PCs approach will higher than the PCs’, the attempt fails. have any pertinent information, and some of them may not even know the date, an ignorance Espionage: Same as Con, above. which is especially prevalent in Silvanus since the Sarista clans each have a different calendar (see Fashion: Due to the PCs’ keen fashion sense, the the section on ”Holidays”in Sourcebook Chapter level of this skill (or +1, whichever is higher) Three: Sarista Life and Culture). The PCs should serves as a bonus to checks such as CHA, Con, spend an engaging length of time in Silvanus Espionage, and Seduce. exploring each Sarista campground, getting to know its inhabitants, asking questions, following Interrogate: Same as Con, but with a -2 penalty. leads to other clans, and then repeating this process with the new clan. You may choose to Natural Telempath: This serves as a +1 bonus to have the PCs play out this process of exploration the check, since the PCs can tell whether the thoroughly, or, for simplicity, you can follow these Sarista is lying or not, though this skill may not simple rules: help the PCs.

Each time the PCs question NPCs, they must Seduce: This skill is effective with the Sarista if either use a roll for a specific skill such as Inter- the PCs can out-Seduce them. Use the same rogate or Bribe, or they must make a roll vs. CHA process as Con above, replacing Con with Seduce. on d10. Modify the roll as you see fit to accom- modate the nature of the particular PC involved, Torture: This is certainly an effective tactic but the skill he or she is using (see the table below), one which is looked upon with hatred by the and the number of other people the PC has Sarista. The PCs who use this skill may end up already asked. If the PCs have still learned with angry Sarista guards on their tail. nothing after asking ten WCs or so, they can assume that no one in the clan has the answer to The Tanasians their question. Feel free to use or adapt the table given below in place of the Action Table found in 1-3 Mishap: The Blue Lotus clan hears the third edition Tdislanta Guidebook, depending that the PCs are asking questions. on the nature of the PCs’ question: 4-17 Failure: The Sarista haven’t seen any Tanasians. Aristocrat: This skill has no influence over the 18-20 Partial Success. The Sarista haven’t Sarista, but it may bring some giggles and chuck- seen any Tanasians but have seen the les from them. Roll vs. CHA on d10 instead, +1 figures clad in black. for entertainment value. 21+ Success: The Sarista have seen Tanasians.clad in black. Bribe: This skill is notably more effective, though, for reasons explained in the sourcebook section, Few Sarista other than Blue Lotus clan have seen it is unwise to show off one’s wealth around the any Tanasians in Silvanus for a long time, though Sarista. Add an appropriate bonus to the amount a few have spotted the suspicious figures clad in (+ 1 to +5), or perhaps a penalty if the PCs are black sneaking about the woods of Silvanus. If cheapskates. the PCs follow these clues, the GM may direct them to a dead end, to the location of the Blue Coerce: The player characters may get their Lotus clan, or to the encounter with the information, but the Sarista guards will be sure Pharesian peddler; The choice belongs to the GM. to keep an eye on them for now on. Note that if the PCs ask too many questions Con: This is an effective skill if the PCs can out- about Tanasians and aren’t discreet enough con the Sarista (no easy task). Con rolls are about it, the Blue Lotus clan, whose members are resisted actions, so subtract the Sarista’s CHA or scattered throughout Silvanus, is likely to hear Adventure Module, Chapter Two: Into Silvanus 45 Adventure about the PCs’ interrogations and warn their seen him in several days. Following the Sarista’s Tanasian cohorts. Perhaps the unfortunate PCs directions, the PCs are able to locate the peddler will even end up asking indiscreet questions of either in the next campgrounds or not far along some of the close-mouthed Blue Lotus clan the trail (see “The Pharesian Peddler” encounter members themselves! below). The Tanasians forgot to cover their tracks in this matter when they were preparing to steal The Erythrian Cabal the Pawn.

14 Critical Failure: The Blue Lotus clan The Blue Lotus Clan hears that the PCs have been asking questions about them. 1-5 Failure: No information. 5+ Failure: No one recognizes the Cabal 6-10 Partial Success: The Sarista seem to name or symbol. have heard about the clan but don’t know where it is. No one, except Blue Lotus clan members, recog- 11+ Success: The Sarista know all about nizes the name of the Erythrian Cabal or its the clan and point the characters symbol, and the Tanasians definitely hear about towards it. the PCs. After asking enough of the right questions, the Solnar’s Pawn PCs will finally link the Tanasians with the Blue Lotus clan. Practically every Sarista knows about 1-10 Failure: No information is given to the the clan, but few are able to point the PCs in the PCS. right direction, as the Sarista’s nomadic nature 11-15 Partial Success: The Sarista have gives them a notoriously poor sense of direction. heard rumors that a windship flew The PCs eventually do find the clan, and it is at over a few days ago. that point that the next chapter begins. 16+ Success: The Sarista have seen a Cymrilian windship heading north- The PCs are able to learn some interesting bits of ward. information (with a price tag of anywhere from ten to forty g.1.) about the Blue Lotus clan, which This information is much more commonplace and most Sarista, particularly merchants, are familiar not as useful. Several Sarista have spotted a with. Flip a coin for each of the following pieces Cymrilian windship flying northward, but it is of information to see if the PCs hear it. (Heads difficult for the PCs to follow its trail since many means they do learn the information.): of the Sarista clans have moved since they spot- ted it. The Blue Lotus clan members who are The clan’s specialization is the cutting and abroad do not know yet that the Erythrian Cabal mounting of rare gems. has stolen a windship and, when they hear of The clan does most of its trade abroad instead them, will think nothing of the PCs’ inquiries. of at its campgrounds. The clan moves remarkably little, returning Morphius Powder/Pharesian Peddler time after time to the same campgrounds. The clan members have been observed to be acting strangely the last couple years. In 1-14 Failure: The Sarista haven’t heard of any Pharesian peddlers or morphius particular, it is noted that they have been powder sellers. extraordinarily reclusive for a race as gregari- Success: The Sarista have heard of ous as the Sarista. 15+ The clan has lately exhibited an inexplicable the peddler and point the PCs in a direction (which may or may not be the dislike for natives of the Seven Kingdoms. right one). If the PCs interrogate a Blue Lotus clan member, If the PCs ask enough merchants about a they will find out where the clan is and may also Pharesian peddler or about sellers of morphius be able to learn something about the Erythrian powder, they will learn that recently a Pharesian Cabal. But bear in mind that the Sarista may get peddler specializing in morphius powder has been to the clan before the PCs do, giving the Blue noticed around Silvanus. He is believed to have Lotus clan warning of the PCs’ approach. See since passed through, as none of the Sarista has Chapter Three: The Blue Lotus Clan for more details about the clan itself.

46 Sarista Adventure Rumors Encounters

Below are some rumors with which you can divert With all this investigation and asking of ques- the PCs. A few “red herrings” add length and color tions, the players are probably itching by now for to the adventure, but it‘s best to use them in some action or at least for a change of pace or moderation. Don’t get carried away or your play- scenery. Below are some additional encounters ers may get discouraged before completing their that are central to the adventure, and the en- mission. counters in the Tidbits” chapter of the sourcebook can be used for local color. The A Sarista hunter swears that he saw Fortuna following encounters can be set almost anywhere strolling gaily through the woods and dancing and in practically any order, though the author with the trees. The other Sarista humor him, prefers the order in which they are suggested: but most disregard his claim. A few believers, however, have been investigating his claim out Ekernis of their own curiosity. (What may be uncov- ered is that the hunter unwittingly drank Evernis, the mute guard who was reported miss- large amounts of euphorica. which was ing from the windship docks in Zandrea, was dumped into the pond that he was bathing captured by the Tanasians. kom a building near in.) the Pawn, Evernis had seen the Tanasians’ faces and witnessed the entire theft of Solnar’s Pawn A troupe of Cymrilian magicians is traveling Although he was eventually discovered and taken throughout southern Silvanus, claiming to be prisoner because he had seen too much, he still studying the Sarista’s witchcraft practices. feels guilty about not trying harder to help his (This red herring is designed to misdirect the comrades. Evernis was taken by a Tanasian PCs, who may mistake the Cymrilians for scouting group on the ground so he couldn’t Tanasians in disguise.) cause trouble on the windship. By an amazing stroke of luck, the Tanasians were set upon by a There have been several sightings of spirits herd of omnivrax, providing Evernis with a dis- walking among the woods. Some say the traction to aid his escape. One of the Tanasians spirits are the ghosts of unhappy Zandir merchants who were cheated by the Sarista in life. (In truth, these are Tanasian wizards, scouring the land for common materials, in the guise of Windform spells.)

Among the members of the clan that the PCs are visiting, there are reports of an outbreak of strange and disturbing dreams. The dreams almost always feature frightening reptilian humanoids with webbed hands and feet. The Sarista believe that an enemy of Fortuna is living among them and act suspiciously towards outsiders. (A number of the clan members have been Bewitched by members of a rival clan.)

The uampir {pronounced:vam-peer) of an Archaen is said to be wandering the land, preparing to exact its revenge on whoever desecrated his tomb. (The vampir, which comes from Saristamythology, is an evil spirit that has nothing to do with classic vampire legends.) The tomb has in fact been des- ecrated, but the vampir, being mythological, is false.

Adventure Module, Chapter Two: Into Silvanus 47 spotted and followed him, and Evernis defeated large cloud that looked like a dark fog. The cloud him in combat, though not without sustaining floated towards the windship until it engulfed it some injuries. Now he has been wandering about completely, paused for a second, and then dis- Silvanus, attempting in vain to communicate with persed into thin air, at which point the Tanasians the Sarista, with his clothes in rags and his ran deftly across the field and boarded the Pawn. wounds badly in need of tending. It is this condi- Evernis heard a few muted sounds of fighting and tion that the PCs stumble upon him, resting or the distant crackling of magic spells, but before hiding in a crude shelter beside a wooded trail. long all was silent. Evernis was standing out in the open eyeing the Pawn with fear, when he was If Evernis overcomes his initial fear and the spotted by the small group of Tanasian scouts player characters seem trustworthy, Evernis will who had stayed behind. The chase was short, try to tell them what has happened. Theatrical and the Tanasians soon had Evernis bound and GMs should feel free to play this endeavor out to blindfolded. the fullest, refraining from speaking while faking sign language with charade-like gestures and so Evernis briefly recounts his escape and his doings forth. If it becomes clear after a reasonable since that time, and he will make it apparent that length of time that the PCs can't understand he feels terribly guilty about not attempting to Evernis, he'll grab the nearest piece of paper and warn or rescue the other guards. He doesn't wish writing utensil (or request it, charadelike, from to return to Zandrea. at least not yet. If the PCs the PCs) and explain everything in writing. say it's too dangerous for him to remain here in Silvanus, Evernis will fake understanding and Evernis tells the PCs his tale and confirms that pretend to leave but will follow the PCs and the windship thieves were definitely Tanasian attempt to help them later. This attempt may wizards, who he is certain he could recognize on result in still more trouble for both Evernis and sight. The Tanasians, dressed in full, black, the PCs. hooded robes, gathered near the Pawn,poured the powdered contents of a large jar onto the The Pharesian Peddler ground, and began to cast some spells. As the wizards stood back, the powder floated up into When the PCs finally encounter the Pharesian the air and circled around in a funnel, forming a peddler, Fardane. he's in a bazaar in the middle of

Evernis, Zandir Swordsman, 2nd Level

Languages: Common Talislan +2 (written only), Sign +4. Description: Boy, age 17, 5'6",120 pounds. Topaz skin, dirty black hair, wide green eyes, desperate expression, many small cuts and bruises. Wearing tom blue vest and tattered black breeches. Carries large stick that he uses both for walking and as a crude club, a flask of water, and a loaf of bread (stolen). Usually friendly and "talkative" but in shock and mistrustful of others right now. INT 0 PER +1 WIL -1 CHA 0 STR 0 DEX +2 CON 0 SPD 0 Hit Points: 14 (7) Attacks CR Damage Club, crude (d10)+2 d6 Armor: None. Skills: Secondary Combat +3, Swordsmanship +4, Mounted Combat +4, Customs, Urban (Zandu) + 1, Guard +2. Special: None.

~ 48 Sarista Adventure Fardane, Pharesian Peddler, 6th Level

Languages: Common Talislan +9, Archaen +9. Description: Man, age 43, 6'0". 127 pounds. Face dyed black and white, hair dyed light purple, slender build, aquiline nose, hidden sneer. Wears patchwork green, red, and gray cloak. Carries pouch (forty-seven g.1.. ten gold pentacles, and two two-carat emeralds) around his neck under his robes, and a pouch with one dose (eight drams) of smoke powder in case of emergencies. Fardane appears charismatic and friendly as a peddler, but in truth he is cold, uncaring and stubborn. INT +3 PER +2 WIL +2 CHA +1 STRO DEX 0 CON -1 SPD 0 Hit Points: 19 Attacks CR Damage (Unarmed) (d10) 1 Armor: None. F'ield(s) of Magic: Wizardry. Spells per Day: 7 Spells MR Effect Analyze +7 Determine magical Enchanted Item properties of an item Aura of +6 Temporary +1 enchantment Skills: Secondary Magic +6, Merchant +7,Ap- praise Treasure +7. Concoct Elixirs/Concoct Medicinal Mixtures/Concoct Powders (alchemy) t9, Customs, Urban (Cymril, Aaman, and Zandu), Customs, Nomadic (Sarista)+4, Con +2, Gam- bling +4. Haggle +3, Barter +2. Special: Temptation to investigate magic items or documents; roll vs. WIL to resist. a Sarista campground selling a variety of colorful came to him about a week ago and purchased an (but completely useless) elixirs, as well as en- enormous amount of morphius powder, enough to hancement, sparkle, and, of course, morphius fill up half a small jar They paid with a bag of powders. At the moment he is haggling with a diamonds, which is not unusual since the Blue small group of Sarista who are, as usual, at- Lotus clan specializes in rare gems and jewelry. tempting to find a way to avoid paying for their Fardane did not ask questions, and the clan desired purchases. members ran off in a hurry. If the PCs ask about the Blue Lotus clan, Fardane can tell them only Fardane doesn't intend to be very helpful to the what every Sarista knows: he doesn't know the PCs. If the PCs ask Fardane whether he sold a clan's present whereabouts. large amount of morphius powder to some Tanasians, he claims he hasn't seen any Fardane hasn't realized this yet, but the dia- Tanasians, but he did sell a half jar of morphius monds he received are just glass immitations that powder to a group of Sarista day before last. He have had delicate illusions and enchantments put claims, "I don't trust those Sarista as far as I on them to make them look exactly like real could Dwindle them," but neither is he anxious diamonds to the untrained eye. Fardane, whose to go around giving free information to pesky eyesight is not what it once was, was so taken foreigners. Magic spells, Coerce, Interrogate, and with the gems' beauty that he neglected to check Bribe may help the players. For Bribe, he will them for deceptive magic. When he discovers the accept fifty g.1. on a partial success, forty g.1. on a Sarista's treachery he will become extremely success, and thirty g.1. on a critical success. angry (see the "Fardane's Revenge" encounter in Chapter Four: The Tanasian Camp). If the PCs can get him to admit it, Fardane will reveal that several Blue Lotus clan members Adventure Module, Chapter Two: Into Silvanus 49 Misleading Letter to return to Silvanus and attempt to stop the Tanasians themselves, although once the royal This is an encounter you can use if the Tanasians recruits have been enlisted, the additional one begin to hear reports about the PCs asking too thousand g.1. reward is no longer applicable. many questions and want to get the PCs off their trail for a while. If the lack of financial incentive does not deter the PCs from returning to Silvanus to stop the A Sarista boy approaches the PCs and tells them, Tanasians, and you want to add more twists, the with the placidly straight face typical of Sarista PCs could run into and, perhaps, have a conflict who want something, that he has a letter for the with the royal recruits. The recruits may be PCs from Cymril. If the PCs ask to see the letter, actually Cymrilian wizards from the Lyceum the boy casually holds out his hand and smiles, Arcanum who are allied with the Erythrian Cabal, expecting at least five g.1. for his services. He will and who intend to steer investigations away from run off with the letter in hand if he is not satisfied the truth. Perhaps they wish to preoccupy the (the boy has an Elude skill of +5). Once paid, the Council with a fake Sub-Men (GB p. 9) threat in PCs will discover that the letter is addressed from the Wilderlands of Zaran or shift the focus of the Saranis and is written in Cymrilian handwriting. investigations from Tanasians in Silvanus to The letter is a fake, and if any of the PCs studies Arimites in Zandu. The possibilities are endless. the handwriting by making a PER check, success will indicate that the handwriting is different than that used in the notes they received at the beginning of the adventure. The PCs should also notice that the letter does not sound like Saranis’s tone at all.

If the PCs return with this letter, Saranis will be angry that the PCs were fooled so easily and will take them off the job in dis- gust. If the PCs bring back reliable accounts or solid evidence about the true nature of the theft of Sohar’s Pawn, Saranis will present this to the Council of Kings, who will assign royal recruits to investi- gate. Saranis will then be given the respect she has always wanted, and the PCs will each receive their prom- ised five hundred g.1. reward. The PCs can always choose

50 Sarista The Legend of Jalas Kein To this day the Sarista sometimes claim to see Jalas Kein and the woman of unearthly beauty The Blue Lotus clan was formed approximately dancing in the enchanted woods of Silvanus. three hundred years ago by Jalas Kein, a wander- Some even claim the mysterious woman was none ing Sarista jeweler who, as legend has it, had blue other than Fortuna herself. sapphires for eyes. The sapphires were said to be able to charm any woman who met their gaze. After traveling the countryside for a few years, Jalas Kein soon had over fifty wives, all of whom traveled with him,gave birth to his children, and helped him form the clan. He taught his wives the craft of cutting gems, molding silver and gold, and mounting of gems in necklaces, bracelets, and earrings. Jalas claimed that Fortuna had person- ally taught the craft to him, while detractors claim that he learned the skills abroad in places like Faradun and Hadjistan.

Regardless of where he learned the craft, none deny that Jalas Kein learned it well, and his wives passed the knowledge to their children and grandchildren by word of mouth.

Legend has it that Jalas disappeared mysteriously late in his life. One year, during the festival of Solava La, a strange woman came to the camp-a woman of intense beauty and grace, with eyes that sparkled like the amber moon. This woman wooed Jalas just as he had wooed so many women before and danced with him all through the night. For hours and hours they danced, long after everyone else had gone to bed. In the morn- ing, his wives discovered that Jalas and the mysterious woman were gone, and they were never seen again.

Adventure Module, Chapter Three: The Blue Lotus Clan 51 Adventure A typical Sarista clan in many ways, the Blue taking to the skies, are unsure about the Lotus Clan is unique in its spiritual attitudes. Tanasians, who obviously do not honor tradi- The restrictions and beliefs stemming from their tional Sarista ideals. These Sarista keep their allegiance with the Erythrian Cabal restrain the discontentment to themselves, as they fear the clan members in many ways and make them wrath of the Tanasians. This is not difficult since more reclusive than most Sarista, but they still Sarista are good at keeping secrets. enjoy a good party. The clan’s organization is traditional, with a The clan’s specialization is the cutting and council of seven elders. One of these elders is mounting of rare gems and jewelry, which would heavily involved with the Tanasians, fanatically be a rich and prosperous trade if their business believing that they were sent by Fortuna. The was not restricted by the Tanasians’ presence. Sarista affectionately refer to her as “Mother,” The clan moves several times a year but always though her true name is Vanera. A Dhuna returns to their home campgrounds near the witchwoman raised as a Sarista, Mother is the Tanasian camp. This relatively stationary lifestyle spiritual leader of the Blue Lotus clan. When she is no longer as uncomfortable to the clan mem- reached her eighteenth birthday and stood before bers as it once was; by now they have heard so the council, she asked to return to Werewood. many of the Tanasians’ stones that they have During her time there she became a witchwoman become dissatisfied with their land-bound exist- of legendary proportion, finally returning to the ence and long to soar the skies as the Tanasians Blue Lotus clan with her wisdom. Mother is the have promised. major representative of the clan at the Tanasians’ meetings, and though as a Sarista she cannot be Since the Tanasians arrived two years ago, agree- a true member of the Cabal, she has helped the ments were signed and adjustments were made. Tanasians’ research considerably, providing The Blue Lotus clan does most of its business invaluable advice in different theories and ap- outside the campgrounds and is generally closed- proaches. mouthed about it. The Tanasians do not want to attract too many people into the area because the Though Mother is heavily involved with the interference of a single Sarista peasant could Tanasians, she does not follow them blindly and bring their operation to a grinding halt. The is by no means ignorant nor lacking intelligence. Tanasians have taught the Sarista to be distrust- She is an extremely wise woman who holds strong ful of outsiders, though the clan members are still beliefs, beliefs that the Tanasians have catered to warm towards one another. They have developed and manipulated. If she discovers the true a deep respect for the sky and all it symbolizes to motives of the Tanasians, she will feel outraged them: freedom, spirit, and the goddess Fortuna. and betrayed, and she would then become a great Their campground has become more and more ally to the player characters. sparse as they push back the treetops so that they can gaze out at the stars and moons of Vanera was born into an abusive Dhuna family Archaeus. and liberated at a young age by Sarista gypsies of the Blue Lotus clan, who raised her until she was Another of the Tanasians’ effects that has rubbed eighteen. At that time, the Sarista revealed her off on the Sarista is their prejudice against na- past to her and gave her the choice to stay with tives of the Seven Kingdoms, Cymrilians in par- them or return home. With the Sarista’s help, ticular. Natives of the Seven Kingdoms are viewed Vanera returned home to Werewood where she with even more distrust and hatred than the Sub- learned the traditional Dhuna ways of the Men and are generally avoided. witchwomen, advancing through all seven covens, which are represented by the seven moon sym- The Sarista’s attitudes towards the Tanasians are bols woven into her frock. In Werewood she also mostly favorable but still ambivalent. Some of the learned the way of the shaman, a practice that is more fanatical Sarista believe that Fortuna sent rare but not totally unheard of among the Dhuna. the Tanasians to them to help them join Fortuna When her Dhuna husband died several years ago in the skies. The Tanasians reward this fanati- (she still wears his love-token, a gold ring), she cism by making the most loyal of these Sarista decided to return to Silvanus to live out the rest special members of the Erythrian Cabal, but they of her life with the Sarista. Among the Sarista have little real power. Their presence is more a she has come to be revered and is considered the token gesture than a true reward. Other Sarista, spiritual leader of the Blue Lotus clan. though they are interested in the prospect of

52 Sarista ne - I I I Mother [vanera) I IDhuna Witchwoman, 20th Level Languages: High Talislan +20, Sarisa +5, ll Elder + 12. Description: Woman, age 57, 5'4". 100 pounds. Olive skin, long black hair (graying), entrancing features and form, wizened look, pleasant smile. Wears a long, dusty gray cloak, soft animal-hide boots, and an ornately carved gold ring on her left hand. Uses a fancy Kasmiran blade-staff as a walking stick (though she can use it as a weapon if needed). The staff is also Weirded at fifth level. Although Mother isn't as active as she used to be, she keeps herself busy, maintaining a positive outlook and handling emergen- cies with a cool head. She has become spiritually devout and attributes nearly everything to the influ- ences of the spirits working together with Fortuna. INT +2 PER 0 WIL +1 CHA +4 STRO DEX +2 CON 0 SPD -1 Hit Points: 50 Attacks CR Damage Blade-staff, Kasmiran +4 d10 Armor: Enchanted garments, 2 points. Field(s) of Magic: Witchcraft (Secondary), Shamanism (Rudimentary). Skills: Secondary Magic (Witchcraft) + 17. Spells per Day: 18 Rudimentary Magic (Shamanism) +3,Rudimen- Spells MR Effect tary Combat +3, Staff +4. Concoct Elixirs Eldritch Aura + 17 Stops d4 points/level (alchemy) +22, Healer +22, Tracking +21, Set/ Healing +17 Heals 1 point/level Detect Snares +23, Seduce +24, Customs, Rejuvenescence + 17 Restores vitality Tribal (Sarista and Dhuna) +4, Pick Pockets +3, Altered State +4 See hidden things Dance +4, Song +5, Hide +3. Chant +4 Instill spiritual strength Special: Can capture a man's heart with a Commune with +5 Speak with spiritforms single kiss; victims must roll versus WIG20 to spirits resist.

Another one of Mother's reasons for trusting the Fortuna and so is slow to anger, though she can Tanasians is that their crude outlook on life move with deadly efficiency once she is commit- resembles that of Mother's bodyguard and dear ted. friend, Caris. Though Caris seems harsh and warlike, Mother knows those defenses protect During her years as a mercenary, her acrobatic from a deeper side of her character that really grace helped Caris acquire the moniker of cares. "Dancer," a name which, aside from being de- scriptive, grants Caris the anonymity she craves Born a Danuvian but raised as a Sarista. Caris after an inauspicious departure from the exhibits an unlikely blend of the two cultures. Danuvian military. After a career marked by great For most of her adult life she has attempted to achievements but faltering tenacity, the name has reconcile her life as a Danuvian woman with her also come to represent her frequent changes of essentially Saristan beliefs. employer and wandering lifestyle. Although her abilities have kept her employed, the Dancer's Caris moves with remarkable grace, remaining legendary ill fortune have made warriors across nearly silent even in armor, a quiet figure of much of the continent wary of her. Caris has long warning hovering near her patron. She has come believed herself cursed with the Lady's disfavor, to believe that violence brings the disfavor of an opinion born out by the number of disasters associated with her name. Adventure Module, Chapter Three: The Blue Lotus Clan 53 Languages: Sarisa + 15, Common Talislan + 15. Description: Woman, age 36,64“, 160 pounds. Bronze skin, green eyes, strong features, black hair braided and pulled back in the fashion of a Sarista male. On guard, her face and arms are marked with red and black slashes. Wears black iron corset and bracers, chain mail suit, bando- leer across chest, hip-high leather boots, shoulder pouch. Carries long sword or a halberd, poignard, gold earrings (50 g.l.), golden torc (100 g.l.), and an Arimite luckstone. INT +1 PER 0 WIL 0 CHA +1 STR +3 DEX +3 CON 0 SPD +2 Hit Points: 38 Attacks CR Damage Long sword +14 d10+3 or Halberd +12 d12+3 Poignard +11 d6+3 Armor: Enchanted chain mail +2, five points. Skills: Secondary Combat +11. Long sword +14, Halberd +12, Legerdemain +17,Acrobatics +17, Dance {Rulenska)+ 17, Evade + 17, Lockpicking +17, Pick Pockets +17, Hide +15, Stealth +17, Customs, Nomadic (Sarista),Haggle +2, Swim +4, Mounted Combat (Equs) +8, Command +5, Cus- toms, Urban (Danuvia)+2. Special: None.

Returning again to the west after nearly fifteen Lotus clan campgrounds they are not immediately years, Caris is finally enjoying some measure of surrounded by Sarista offering them goods and peace and is at last allowing herself to hope that picking their pockets, though they will encounter she has once more entered the favorable presence some of this later. In general, the Sarista are of the Beautiful Lady of Chance. At thirty-six, gracious to the PCs, and some may wave a greet- with almost half her life spent as a soldier, she ing, but they aren’t nearly as fnlendly as the other appears strong but no longer young, the scars on Sarista the PCs have encountered. her limbs telling of countless battlegrounds, the darkness in those green eyes telling of too many Instead of simply announcing “The Sarista are friends who will never return from them. acting rather odd, not at all like the Sarista you have met so far,” try role-playing this out, letting Arrival at the Blue Lotus Campgrounds the players figure it out for themselves through the specific actions and behaviors of the NPCs. If When the player characters arrive in the camp- the players just don’t get the message, make a grounds, the Sarista’s behavior depends on PER roll for each of them per day, a partial or full success indicating the PCs realize the Sarista whether the PCs are expected or not. If the PCs’ that are acting more shy and reclusive than normal. A arrival is not expected, they will be treated as critical success indicates that the PCs also realize every small group of foreigners is treated, that is. the campgrounds seem well-used, perhaps with cautious politeness. Unlike their experience that with other clans, when the PCs approach the Blue over-used, and that some permanent wooden buildings have been erected.

54 Sarista If the PCs' arrival is expected, meaning that the pare Thardel's roll with the best of the PCs' PER PCs are under suspicion or have already been rolls). branded as enemies, the PCs are immediately greeted by Thardel, a Sarista gypsy and member of the Eryulrian Cabal.

Thardel, Sarista Gypsy, 7th Level

Languages: Sarisa +8,Common Talislan +8 Description: Man, age 27, 51l", 150 pounds. Olive complexion, green eyes, black hair ties into two tassels over his shoulders, neatly trimmed mustache, friendly appearance. Wear baggy sky- blue velvet tunic, gray cloth breeches, high hide boots, several bracelets of various metals and designs (total 43 g.1.). Carries a dagger concealed beneath his tunic. INT +I PER -1 WIL -1 CHA +4 When the PCs first arrive at the campgrounds SIR0 DEX +4 and it becomes clear to the clan members that CON 0 SPD 0 they are not everyday visitors, they will be re- Hit Points: 24 garded with a mixture of curiosity and distrust. Attacks CR Damage The Tanasians of course are unlikely to trust Dagger +8 d6 them at all, but the Sarista, notably Mother, want Armor: None. to find out how the PCs stand with regard to their Ffeld(s) of Magic: Witchcraft. cause. Spells per Day: 9 Spells MR Effect While Thardel shows the PCs around and ex- Jinx +3 Summons mischie- changes stories with them, he notes every unfa- vous spiritform vorable action they take or question they ask, and Eldritch Aura +3 Stops 4 points/level reports them later to the Tanasians. Meanwhile, Shills: Secondary Combat +8, Rudimentary Magic Mother is also closely investigating the PCs +2, Legerdemain + 11. Acting + 15, Oratory + 11, herself, focusing on what favorable moves they Con+13, Hide +8. Lip-Reading +6, Stealth + 11, make. In the "Investigations and Encounters" Tailing +8, Customs, Nomadic (Sarista) +2, Guard section below, some actions are listed that will + 11, Hunter/Gatherer +6. affect how the Sarista judge the PCs. Depending Speciak None. on the PCs' individual actions, they may be ~ ~ ~ ~~~~ regarded as friends or as enemies, but it is likely Thardel cheerfully approaches the PCs. intro- that the Tanasians and Sarista will become split duces himself, asks the PCs' names and busi- on the issue, with the Erythrian Cabal and its ness, and welcomes them to the campgrounds of loyal Sarista on one side and Mother and her the Blue Lotus clan. Thardel's friendliness is loyal Sarista on the other side. Because of this, insincere, and he has really been assigned to keep close track of what the PCs do and how they accommodate, keep an eye on, and learn as much act at the Blue Lotus campgrounds, as it will as possible about the PCs. Although Thardel have a major effect in the future of the adventure. mistrusts the PCs. he is one of the best actors in the clan. Unless the PCs chase him off or the Combat clan confirms that the PCs are enemies, Thardel will keep up this role throughout their stay in the camp, acting as their friend and guide. Every day It's possible that throughout the PCs' investiga- that the PCs spend with Thardel make an Acting tions and encounters here fighting will break out roll for Thardel. If the PCs don't totally trust (see "The Capture" encounter below). The melee Thardel, this is a resisted action (subtract the will probably cause no mortal wounds (see the best PER score among the PCs from the roll). If "Subdue" section, GB p. 49) and primarily serves the PCs are actively trying to determine if Thardel the purpose of rounding up and imprisoning the is deceiving them, it is an opposed action (com- PCs for "The Trial" (below). Other excuses for capturing the PCs may be employed by the

Adventure Module, Chapter Three: The Blue Lotus Clan 55 Sarista Guards, 5th Level

Languages: Sarisa +5, Common Talislan +5. Description: Men and women, ages 22-3 1, 5’6”. BO-180 pounds. Olive complexions, green eyes, black hair, some men with neatly trimmed beards and mustaches. Wear animal hide cloaks, sashes, headbands, colorful garments, high boots of soft animal hide. Carry pouches [thieves’tools), dueling swords, and clubs. They usually wear leather when on duty. INT 0 PER +1 WIL +1 CHA 0 sm +1 DEX +3 CON +1 SPD 0 Hit Points: 20 Attacks CR Damage Dueling sword* +8 d8+1 Club +6 d8+1 *Extra parry or only a -3penalty for multiple attacks. Armor: Leather, 1 point. Skills: Secondary Combat +6, Swordsmanship +8,Interrogate +5, Stealth +8,Waylay +8, Stealth +8, Interrogate +5. Special: None.

Investigations

The players, if they’re committed to the mission, should probably have mixed notions about it, some of which follow: The PCs are looking for a group of renegade Tanasians who are members of the Erythnan Cabal. These Tanasians stole a windship, in a theft identical to the one they committed years ago, but what are they now doing in Silvanus of all places? Saranis seemed rather biased against the Tanasians, although there is no conclusive evidence that their goals are anything but honorable: is this a wild goose chase? And what do the Sarista of the Blue Lotus clan have to do with all this anyway? Are they helping the Tanasians? Why? Some of the Sarista are friendly, some act suspiciously, and some ask far too many questions. What does the Blue Lotus clan have against natives of the Seven Kingdoms? Who is this Thardel guy anyway, and why does he seem so friendly, 1 perhaps too friendly? Tanasians, and GMs may use their own ingenuity in this regard. On this page and the next are The player characters should be encouraged to some generic statistics for Sarista guards and ask some questions and even do a bit of snoop- Tanasian wizards for such combat situations.

56 Sarista Tanasian Wizards, 5th Level ing around. Asking questions, whether through bribery. interrogation, or whatever, is going to Languages: Common Talislan +7. result in shut mouths and suspicious looks. The Description: Men, ages 28-35, 6-6‘4”,140-160 Sarista will be glad to share with the PCs their pounds. Light green hair and skin, plain features, stories, legends, and culture, but will remain narrow build, small chest tattoos of a winged steadfastly secretive when it comes to talk of serpent wrapped around an arrow. Wear high- Tanasians, windships, and cabals. If the PCs collared cloaks and robes of green fustian and aren’t already under suspicion, they are after gauntlets. Carry leather-bound spell books and asking the latter sorts of questions. If the PCs are staves. aggressive or violent in their questioning, the INT +2 PER 0 Tanasians and Mother note this as a negative WIL +2 CHA 0 action in their respective tallies. If they are kind, ‘STRO DEX 0 Mother considers their behavior a plus. CON 0 SPD 0 Hit Points: 20 During their investigations, casual conversations, Attacks CR Damage and eavesdropping in the Blue Lotus camp- Staff (dl01 d8 grounds, the PCs may hear mention of a well- Armor: Spangalor garments, 2 points. respected clanswoman named “Mother.” If the Field(s) of Magic: Wizardry, Aeromancy. player characters ask about Mother politely, the Spells per Day: 8 Sarista will reveal that she is one of the elders Spells MR Effect and considered the clan’s spiritual leader. If they Spellbind +7 Paralyzes target. are polite enough in asking to see her, the Invisibility +7 Invisible for lrd/ Sarista, though remaining cautious, will agree to level. introduce them to Mother. (See the “Councilwith Windwalk +7 Enables cast to walk Mother“ encounter below.) on air. Skills: primary Magic +7, Arcane Lore +7. Elemental Divination and Commune with Spirits Special: Temptation to investigate magical items spells will give conflicting messages that the and documents; roll vs. WIL to resist. characters are unable to make sense out of. The

Adventure Module, Chapter Three: The Blue Lotus Clan 57 only person who has a chance of comprehending em clearing- that night. No matter what the PC the ambiguous messages and uncovering the says, she says, "Great,it's a date then!"winks truth is Mother. If Mother simply performs a at him, and hurries off. Commune with Spirits ritual, she will realize the Tanasians' ulterior motives and will offer to help There is, of course, more to Liria than one might the PCs capture them. (See "The Truth Reveals suppose at first glance. She was asked by Mother All" section below for more details.) to take one of the PCs out at night to look at the stars and get to know him. Liria, who is adven- Snooping (Hide, Stealth, Tailing, Stalking, turous by nature, was more than happy to take Crystalomantic, and Scryingl may reveal the up the task. curious fact that there are two Sarista hunters who travel back and forth every night from If the PC walks westward through the woods that Mother's tent to the Tanasians' camp, thereby night for a little while, he will discover, sure revealing Mother's tent's location to the PCs. enough, a large clearing there, where Liria lies in However, if the PCs are discovered, strike one the grass, looking up at the stars. If he brings against them on both the Tanasians' and friends with him, Liria won't act as enraptured Mother's tallies. Whether PCs are viewed as with the PC and will ask that they be left alone. friends or foes, the Tanasians will eventually decide that it's too dangerous to leave the PCs Liria gazes up at the stars for most of the evening, loose, and they will be tried. (See "The Capture attempting to strike up casual conversation about and The Trial" encounters below.) how beautiful the sky is, what it would be like to fly or live in the sky. and so forth. She eventually Encounters ends up talking about what little she knows about the Archaens in their grand sky cities and The following selection of encounters will decide how she wishes that she could live in such a the fate of the Tanasians, the Sarista, and the place. She is being truthful throughout the whole player characters. They are listed in order of encounter and is trying to find out how the PC escalation, with minor encounters (those having feels about living in the skies. Both Liria and the minimal effects on the plot) f3rst and cataclysmic PC fall asleep (assisted by magic, if necessary), plot-twisting events toward the end. and when Liria wakes the PC up at sunrise, she tells him she must return to her daily chores and that she will keep in touch. If the nature of the Night Chills initial encounter seems to warrant it, you could "embellish" the encounter or even make Liria a Throughout their stay, a few of the PCs begin to recurring character in order that the relationship experience nightmares on a regular basis, though between her and the PC can continue. Regard- the nightmares themselves are hazy and hard to less, the encounter holds great importance to remember upon waking, sometimes forgotten Mother, and even the Tanasians might be more altogether. These nightmares are the result of favorable towards the PCs if they hear of it. Bewitch spells (GB p. 163) cast by a pair of Sarista gypsies. The Sarista must obtain an object The Rescue that belongs to the PC in order to cast Bewitch, and the nightmares are meant merely to scare off or immobilize the characters. The Sarista would At nighttime, or at some time when the PCs are in a relatively private place, they hear a high-pitched not go so far as to try to kill the PCs. shriek from the woods nearby. A little Sarista boy Other similar spells that may be used on the of six has been cornered into a copse of trees by characters are Jinx and Malediction (GB p. 164). an exomorph who is ready to spring. If the PCs do not act quickly, the child may die. The exomorph appears to be starving and its attention Under the Stars may be distracted from the boy if it is offered food, though more likely the exomorph will end One day, one of the better-looking male PCs in up combating the PCs instead of the boy. the party is approached by a Sarista girl named Liria (if all the PCs are female, use Rastur from As soon as the exomorph is killed or chased off, the "Tidbits" chapter of the sourcebook instead). four Sarista guards arrive on the scene and Liria assertively invites him to meet "in the west- protect the child, looking warily at the PCs. When

58 Sarista Liria, Sarista Gypsy, 4th Level

Languages: Sarisa +5. Common Talislan +5, Description: Woman, age 21, 59", 110 pounds. Clean olive complexion, wide green eyes, long black hair over shoulder, far-away look. Wears a colorful green tunic, long red and purple skirt, two copper bracelets and two rings (1 g.1. each). Liria is a dreamer and explorer who loves the thrill of visiting new places and having new experiences. INT +1 PER 0 WIL 0 CHA +4 STR -1 DEX +3 CON 0 SPD 0 Hit Points: 18 Armor: None. Field(s) of Magic: Witchcraft. Spells per Day: 3 Spells MR Effect Passion +2 Instills ardor or lust. Skills: Secondary Combat +5,Rudimentary Magic +2, Legerdemain +7, Acting +8, Song +8, Seduce +9, Pick Pockets +7, Stealth +7, Streetwise +5. Swipe +7, Customs, Nomadic (Sarista)+2, Ride (equs) +4, Haggle +6, Herb Lore +2. Special: None.

the child is calm enough to explain what hap- A Friend Among Enemies pened, the guards apologize for their suspicious- ness and thank the PCs. Score one for Mother if Though most of the Tanasians share a common the PCs attempt the rescue. point-of view, not all of them do, and this encoun- ter illustrates that point. Again when the PCs are somewhere private, they are approached by an Exomorph, 6th Level unarmed Tanasian who identifies himself as Portan. If the PCs attack him before Portan has Description: A fierce quadrupedal predator 7' had a chance to explain himself, he runs off into long, with lizardlike skin, a heavily muscled tor the woods and flees deep into Silvanus, never and great, gnashing fangs. returning to the campgrounds. If, however, the INT-7 PER+4 PCs give him a moment to speak, he does so: "Do WILO CHAO not feac I'm atone, unarmed, and am not here sTR+5 DEX+3 tofight. I am here to help you-I, too, am an CON 0 SPD+4 enemy of the Erythrian Cabat." Portan, if given Hit Points: 41 the chance, will give the PCs an account of the Attacks CR Damage Cabal's real purpose and explain that he dis- 1 Bite +10 d8+5 agrees with the Tanasians' desired abuse of d12+5 power. He believes that the misuse of such power ~20:Hide2 muscle, 1 point. is what brought about The Great Disaster, and Skills: Stealth + 11, Tracking by scent + 11. the Cabal has the potential to bring about an- Special: Alter color of hide at will (roll versus F other if the Tanasians are not stopped. This is all at -5 to detect). true.

Adventure Module, Chapter Three: The Blue Lotus Clan 59 Portan. Tanasian Wizard. 7th Level

Languages: Common Talislan +9. Description: Man, age 31, 61",143 pounds. Light green hair and skin, plain features, narrow build, tired expression, small chest tattoo of a winged serpent wrapped around an arrow. Wears full-length gray cloak, green tunic, cloth breeches, and gauntlets. Carries a staff and an Arimite luckstone. INT +2 PER +1 WIL +2 CHA 0 STR 0 DEX 0 CON 0 SPD -1 Hit Points: 24 Attacks CR Damage Staff (d10) d8 Armor: None. Field(s) of Mac: Wizardry, Astromancy. Spells per Day: 10 Spells MR Effect ' II MoonSign +9 Variable (see GB p. 135) Skills: Primary Magic +9. Arcane Lore +9, Customs, Urban (Gdu)+3, Customs, Nomadic (Shsta) +3,Wilderness Survival +9, Guard +7. Special: Temptation to investigate magical items and written works; roll vs. WIL to resist.

After two years with the Cabal, Portan has de- The characters are taken directly to Mother's tent, cided that he does not support in the Cabal's where only Mother and her bodyguard, Caris, are goals and, in fact, strongly opposes them. This present. Mother dismisses the messenger and encounter essentially hands solutions over to the introduces herself and Caris. Once the formalities PCs on a silver platter. They have Portan's ac- are over with, she motions the PCs to have a seat, count of the Cabal's treachery with which to since this may be a long night. convince Mother and her followers to oppose the Cabal, plus integral information from Portan Mother begins by kindly asking some simple, concerning the Tanasian camp and operations. If though rather direct, questions: "What is the you decide that using this encounter is being too real reason that you are here among the Blue easy on the players, you can arrange for the Lotus clan? Are you not lookingfor a pup Tanasians to assassinate Portan. But the PCs' of Tanasians under the name of 'The arguments and the evidence of Portan's body will Erythrian Cabal?' Do you know the purpose still convince Mother to Commune with Spirits, of the Cabal? Are you here to simpty mctaim and this encounter will eventually still lead to Solnar's Pawn or do you wish to stop these "The Truth Destroys All" section below. Tanasians?" She may also ask a few questions such as "Do you trust me?" and "Should I trust you?" You'll have to improvise some of these Council With Mother questions according to what the PCs have done so far and what Mother knows. Note that if the PCs If the PCs have shown enough benevolent quali- ever try to lie or deceive Mother, she will know ties, Mother will wish to talk to them eventually. about it, and it is an opposed action (the PCs' When that time comes, she sends a messenger, CHA or skill versus Mother's CHA). perhaps removing Liria from her encounter under the stars, to the PCs. The messenger tells the Essentially, Mother wants to bring the player PCs that they have been invited to Mother's characters into an open and honest discussion council to have a discussion that is long overdue. about the Cabal. Mother will admit that she knows of the Cabal, that they stole a windship,

60 Sarista and that she knows its purposes: yet Mother will wizards will attempt to stay out of the fight but do not tell the PCs how she knows of the Cabal, not hesitate to use their Spellbind spells in case what her relationship with it is, or where the of emergencies. If the PCs somehow manage to Cabal is until the PCs have earned her trust. escape, they will be met with the same kind of resistance when they return to the Blue Lotus Eventually Mother reveals the Cabal's intentions campgrounds. of researching the construction of sky cities. If the PCs claim that the Tanasians are power- Prisoners hungry renegades, Mother will respond, "They say the same of you. Why should I believe If the PCs are taken prisoner by the Sarista or otherwise?" If they complain about them steal- Tanasians y are put in a small tent guarded by ing the ship, "Do not the endsjustifi the two SaristaT! uards out front. Another they don't means? A single windship stolen from a know about hides in a nearby tree If the PCs pitifulty wealthy merchant is nothing in light escape, they can either make a hasty departure of the dawning of a new age of history." from the campgrounds altogether or will face "The Capture" situation again. The PCs would be best to provide some proof of their claims. If they can state facts from history While the PCs are in the tent, they are treated (perhaps from the Talislanta Guidebook), describe quite well, fed good food and plenty of water, and their ambush in the woods of Silvanus, or give an are even visited by guests, though some of the account from Portan, they may be able to prove visitors come only to mock them. They then face that the Tanasians are not trustworthy. However, The Trial" (see below). if you're in a generous mood, and the PCs have been honest (in Mother's observations) and The Tanasian Camp persistent, Mother will take their complaints seriously; that night when the PCs are escorted to The Tanasian camp is located about a mile north- their tent (see The Capture" below), she will west of the Blue Lotus clan's campgrounds and perform a difficult Commune with Spirits spell, the trail is only minimally traveled, mostly by wherein she discovers that in addition to the Sarista runners at night. If you wish, the PCs Tanasians' vision of glory in the skies, they also can easily discover the location of the Tanasian perceive the glory of military and political power. camp through conversations they overhear while At this point the adventure proceeds to the "The spying on Mother's tent or simply by accident Truth Destroys All" section (below). while wandering around in the woods.

The Capture The Trial

If the PCs become too obviously dangerous to After the PCs have been captured, they are awak- remain free, the Sarista will arrange for their ened one night, blindfolded, and led gently to the capture. A single Sarista guard approaches the Tanasian camp, a mile northwest of the Blue PCs and asks them to come wifi him, stating that Lotus campgrounds. The Tanasians don't wish he does not want any trouble. The guard leads the PCs to be allowed inside the complex, so the the PCs to the tent (detailed in "Prisoners" below) night's meeting is held outside in the surrounding and asks them to wait inside for a council meet- campgrounds (see Chapter Four: The Tanasian ing. Camp for details on the camp itself). Present at the meeting are the majority of the Tanasian In case the PCs attempt to resist or run away, a wizards in the camp, Mother, and several Sarista. large number of Sarista guard (two for each PC) are hiding around them (PER roll to see if the PCs The Tanasians and Sarista discuss the PCs, their are looking), backed up by five Tanasian wizards favorable and unfavorable actions are noted, and with Invisibility cast. If the PCs attempt to es- it is debated whether or not they can be trusted. cape, the Sarista close in around them, first The Tanasians still do not trust them, but, unless attempting to intimidate them into surrendering the PCs have behaved in a most unfavorable way, by their sheer numbers, and then attempting to Mother does. The Tanasians grill the PCs about hold, grab, or otherwise restrain the PCs. If their real purpose for being in Silvanus, by whom fighting breaks out, the Sarista do subdual they are employed, and the like. The Tanasians damage (see "Combat" above). The Tanasian rule that the PCs are dangerous to their work and must be executed, regardless of the opinion held Adventure Module, Chapter Three: The Blue Lotus Clan 61 by the Sarista. Again, depending on how favor- Mother is outraged. She frees the PCs, summon- ably the PCs have behaved in the eyes of Mother ing Caris and her most loyal Sarista followers to and the Sarista, a small argument over the her tent for a private meeting. At the meeting, Tanasians' ruling may break out. she tells the PCs what she has learned and asks for the PCs' help in stopping the Tanasians and The PCs are returned to their tents under double driving them from Silvanus. She says she can normal guard and are led to expect death the next give the PCs all the details they need about the morning. It is at while they are waiting in their complex at the Tanasian camp, as well as of the tents that Mother performs her Commune with surrounding area, as she has been there many Spirits ceremony and discovers the Tanasians' times. She offers three of her best guards, who true motive. See the following section, "The Truth will remain posted in trees as lookouts while the Destroys All. " PCs penetrate the camp. She does not wish to be involved herself, as she has no inclination for The Truth Destroys AU physical combat and does not wish to risk the loss of Sarista lives a Tanasian raid on the camp When Mother performs her Commune with might bring. If the PCs fail, they are instructed to Spirits spell, she locates the original elder spirits return to the Sarista camp, where Mother and inhabiting the area, and, after questioning them, Caris will protect them; the Tanasians know discovers that the Tanasians' desire to roam the better than to mess with them. skies is motivated by a hunger for power, both military and political. She learns, too, that the When the Tanasians hear that Mother has turned Tanasians hold no genuine respect for Sarista against them, they begin packing Solnar's Pawn, ideals whatsoever. obviously preparing to abandon camp in a hurry.

62 Sarista Adventure

CHAPTERFOUR THETANASIAN CAMP

This chapter details the Tanasians, their re- The Tanasians’ Research search, the Tanasian camp, and several different approaches to the conclusion of the adventure. In The Erythrian Cabal has made several unique the descriptions of the camp, it is assumed that advances in aerial arcanology, yet it is far from the PCs’ visit to it was unexpected. The PCs may building sky cities. The Tanasians now know, choose to spy on the camp or enter it, as they however, what knowledge and devices are needed wish. If they’re feeling more adventurous, they for such a task and are in the process of master- may trying to break into the camp and throw a ing windship arcanology. Once they have mas- wrench in the works. The most likely possibility, tered the skies, they plan to leave the Sarista and however, is that Mother and her loyal Sarista increase their numbers, inviting more and more (almost all of the clan) have sided with the PCs, Tanasians until the Cabal is no longer a small, and a raid on the Tanasian camp has been staged ineffectual group, but an entire army. Only then (see The Truth Destroys All“ section of the previ- will they be able to share their knowledge with ous chapter). one another and begin building the sky cities.

The Tanasians kom their subfaction in the Lyceum Arcanum, the Tanasians have learned the basics of Since their arrival two years ago, the Tanasians’ windship arcanology. kom the Archaen tomb, opinions of the Sarista have grown stale. They they have uncovered the theories behind sky city are looking for a little excitement, a challenge. arcanology. They stole Solnar’s Pawn in order to Though they are thankful that they are no longer experiment with their newfound technologies and “marked,”they do not hold much respect for the to investigate the connections between the two Sarista’s ideals and beliefs. They have only fields. stayed among the Sarista because they are un- welcome in most other places in Talislanta and With apparent luck, the tomb belonged to a because the happy-go-lucky Sarista are a perfect brilliant Archaen wizard, who although dying cover for their sinister intentions. Moreover, before his genius was discovered by the rest of unusual occurrences in Silvanus often go unno- the Archaens, had developed some ideas that the ticed. Tanasians considers vital to their research. What the Tanasians haven’t realized yet is that the Up ‘til this time.’the Tanasians have successfully Archaen wizards findings sound clever but don’t misled the Sarista, playing on their beliefs that work in practice. the Tanasians are messengers from Fortuna and that they will bring the Sarista into the sky with One example of the wizards flaws is in his so- them, when in fact they intend to leave the called discoveries about the Archaen crystal, Sarista behind. which is similar to other Archaen enchanted crystals but bestowed with the additional experi-

Adventure Module, Chapter Four: The TMaSiM Camp 63 mental power of mass focus. The crystal had the the complex to alert the others and prepare an power to keep part of the city afloat (several ambush for the unsuspecting PCs. crystals are used to support a sky city), but common, everyday spells could also be focused At any time there are three lookouts initiates through the crystal to affect the power matrix (indicated by Xs on the map of the Tanasian that it was supporting, and thus, a portion of the Camp). These lookouts practice aeromancy, and city. For example, an Invisibility spell cast upon each carries a ring of Invisibility (third level, three the crystal would turn a portion of the city invis- times/day, activated by twisting the ring). The ible for the duration. The Archaen wizard tested lookouts will use Windwalk to run down from the the crystal on a Archaen windship. The crystal trees and Control Winds to blow weapons out of malhnctioned and the ship crashed. See "The the PCs' hands or to knock down PCs. Every Tomb" below for more background. once in a while a scouting group will leave the complex and circle around the camp, quickly Combat peeking into the immediate woods and exchang- ing places with the lookouts. If the PCs are sneaking around the Tanasians' camp uninvited and are spotted, they will be Among the Tanasians are practitioners of almost completely unable to avoid getting into a aeromancy. pyromancy, enchantment, and a few fight. The Tanasians who spot the PCs may who are familiar with thaumaturgy. Glance shout a warning as the PCs take cover and pre- through these magical fields in the Guidebook and pare their spells, or they may steal quietly into familiarize yourself with the spells that the

Teveron Tanasian Wizard (Adept), 8th Level

Languages: Common Talislan +lo,Sarisa +4. Description: Man, ages 37, 64", 157 pounds. Light green skin, long dark green hair about shoulders. Wears red and dark purple cloak, white tunic, black cloth breeches, and a topaz ring (26 g.1.). Carries an arcane dagger in belt, a pouch (53 g.1.) and a firegem earring (30 g.1.). Teveron is the adept the PCs are most likely to come in conflict with, as he is the one who deals with the Sarista and internal security. He is cold and relentless and, unless ordered by the other adepts, will attempt to kill the PCs if they are discovered sneaking around in the Tanasian camp. INT +2 PER 0 WIL +1 CHA +1 STRO DEX 0 CON 0 SPD 0 Hit Points: 26 Attacks CR Damage Arcane Dagger (d10) 2d6 Armor: Enchanted garments, 2 points. F'ield(s) of Magic: Wizardry, Pyromancy. Spells per Day: 11 spells MR Effect Arcane Aura + 10 Stops 4 points/level Pyromantic Bolt + 10 Does 4 damage/level. Conjure Fire +10 Conjures smoke, heat, or fire. Spellbind + 10 Paralyzes target. Invisibility +10 Invisible for 1 rd/level. Skills: Pninary Magic +lo,Arcane Lore +lo,Customs, Urban (Cymril) +3, Customs, Nomadic (Sarista)+4, Con +3,Administrator +2, Oratory +5. Special: Temptation to investigate magical items and documents: roll vs. WIL to resist.

64 Sarista 11 Initiates, Tanasian Wizards, 5th Level. Adepts, Tanasian Wizards, 8th Level

Languages: Common Talislan +7. Languages: Common Talislan + 10. Description: Men, ages 28-35, 60”-6‘4”, 140- Description: Men, ages 28-35,60”-6’4”, 140- 160 pounds. Light green hair and skin, plain 160 pounds. Light green hair and skin, plain features, narrow build. Wear high-collared features, narrow build. Wear high-collared cloaks and robes of green fustian and gauntlets. cloaks and robes of green fustian and gauntlets. Carry leather-bound spell books and staves. Carry leather-bound spell books and staves. INT +2 PER 0 These five adepts are the center command of the WIL +2 CHA 0 Erythrian Cabal, and all orders come from them. STR 0 DEX 0 INT +2 PER 0 CON 0 SPD 0 WIL +2 CHA 0 Hit Points: 20 STR 0 DEX 0 Attacks CR Damage CON 0 SPD 0 Staff (dl01 d8 Hit Points: 26 Armor: None. Attacks CR Damage Field(s) of Magic: Wizardry, plus one field of Staff (dl01 d8 choice. Armor: Spangalor garments, 2 points. Spells per Day: 8 Field(s) of Magic: Wizardry, plus one field of Spells MR Effect choice. ArcaneAura +7 Stops 4 points/level Spells per Day: 11 Arcane Bolt +7 Does 4 damage/level. Spells MR Effect Spellbind +7 Paralyzes target. Arcane Aura +10 Stops 4 points/level Invisibility +7 Invisible for 1 rd/level. Arcane Bolt +10 Does 4 damage/level. Skills: primary Magic +7, Arcane Lore +7, Spellbind +10 Paralyzes target. Guard +3. Invisibility +10 Invisible for 1 rd/level. Special: Temptation to investigate magical items Skills: primary Magic +lo,Arcane Lore +lo. and documents: roll vs. WIL to resist. Special: Temptation to investigate magical items and documents: roll vs. WIL to resist.

Tanasians may use when encountered. In gen- From the cover of the trees the PCs can observe eral, the practitioners of enchantment and the day-to-day activities of the Tanasians. From thaumaturgy do a great amount of work in the there they can take note of what time guards laboratory, while the those who practice change shifts and where they go. If one of the aeromancy and pyromancy are divided among PCs makes a critical success on his or her PER guard duty, the laboratory, studies, plans, hunt- roll, he or she sees a pair of Tanasians heading ing and gathering, and recreation. northwest down an obscure trail (which leads to where Solnar’s Paum is hidden). If the characters are not very careful about not being detected, they may end up with Tanasians Sneaking into Camp overwhelming them from all directions. In such a case the adepts order the initiates to Spellbind Sneaking into the Tanasian camp is no easy task. the characters and take them for questioning. The PCs must first get past the guards as de- The adventure then returns to “The Trial” en- scribed above and then must find a clever way in, counter in the previous chapter. whether by distracting the guards or by good timing (while the guards are changing, for ex- Spying from a Distance ample). A good way would be to use the rings that the lookouts are wearing. Player characters who watch the camp are still in danger of being spotted by Tanasian lookouts. For each PC, make a roll on the action table, The PCs must spot the lookouts first with a using whatever attributes or skills they are using PER-5 roll for each character. The roll is an at the time and moditjTing it heavily depending on opposed action: each PC’s Hide or Camouflage roll their course of action. Critical success indicates versus the lookout‘s Guard rolls. Adjust the roll that the PCs get in unnoticed, and, due to some generously or mercilessly according to how far the extremely fortunate circumstances (the guards characters are from the lookouts. are busied investigating a distraction, a large

Adventure Module, Chapter Four: The Tanasian Camp 65 Adventure meeting is in progress, etc.). the PCs can wander The Complex around the complex fairly safely. Success indi- cates that the PCs make it in unnoticed. Partial The complex at the heart of the camp is made up success indicates that the PCs make it in, but, of two solid stone structures, the laboratory and unbeknownst to them, they have been spotted by the archives, and a cluster of makeshift wooden an attentive guard, and, unless they’re disguised structures that appear to have been added within as Tanasians, they will soon be captured. Failure the last year. If the PCs get a view from a treetop, indicates that the PCs are spotted, and the look- they will find that the large central stone struc- outs and other nearby Tanasians charge to the ture, the laboratory, has a glass roof. There are attack, shouting alarms that bring the rest of the no windows anywhere in the Tanasian complex. wizards upon the PCs. For critical failures, the GM may decide upon the proper course of action, 1. The Main Hall taking into account what the PCs’plan was. The main hall is a large, wooden, newly con- Note that even if the PCs make it inside with a structed hall dominated by two long tables that success, they are going to have to remain espe- stretch the length of the room. There are few cially careful inside. It‘s a small complex, and decorations, but by far the most prominent is a Tanasians are practically everywhere. small but surprisingly accurate map of the Seven Kingdoms. The map is marked, next to cities and Stopping the T~asianS sometimes in the middle of nowhere, with small symbols, for which no explanation is given. If the There are more Tanasians than the PCs can PCs take or copy the map and investigate these handle in the camp, and outright mass combat places, they discover that the markings designate would be an extremely dangerous idea. There are the locations of several Tanasians who have some other ways to stop the Erythrian Cabal, sneaked their way back into the Seven Kingdoms. however. One is to simply repwt back to saranls When the light through the doorway isn’t enough, and let the Council of Kings handle the Erythrian as is usually the case, light is provided by torches Cabal. Of course then the PCs would lose the set in the walls, and thin, black iron plates At in bonus reward of one thousand g.1. Saranis prom- between the walls and torches. ised for putting a stop to the Tanasians’ activities. Another way is to break into the complex and The main hall is used for most of the needs of the destroy or steal the Cabal‘s research, including Erythrian Cabal and Sarista guests. Meals are the stolen Lyceum Arcanum documents, the served here, and a crude kitchen area is set up in documents from the Archaen tomb, and the the southeastern comer. The Erythrian Cabal Archaen crystal. Ambitious PCs may even wish to also meets here, and occasionally the tables are find and retrieve SOWSPawn and return it to pushed off to the side of the hall so that the room cymril. can be used for recreational purposes. At any given time the PCs will find at least three or four Tanasians here. Surrounding the central complex of the Tanasian camp is a large clearing with tree stumps and 2.TheHde patches of bare ground alternating at random. Scattered throughout this c€earingare eight This small room, cluttered with various supplies, durge-hide tents of various sizes, the residences tools, and junk, features a small, raised section of of the Tanasian initiates. Each tent houses three floor in which is carved a deep hole in the ground or four wizards and their worldly possessions, for both sanitary and disposal services. The only which are scant since the Sarista provide for light that can be mustered in this room comes nearly all of the Tanasians’ needs. from a large candle on a wooden stand, which is kept unlit most of the time. Down a short, narrow, but much-traveled path is another, smaller clearing, whose central feature is 3 and 4. Adepts’ Room a large well. The Tanasians can be seen traveling back and forth frequently between the well and These relatively luxurious rooms are reserved for the main hall as it nears mealtime. the Tanasian adept wizards and for Archus, the leader of the Erythrian Cabal. The accommoda-

66 Sarista Adventure tions are far better than the tents outside, though with a tiny, limited levitational (GB p. 185) inside they are still relatively sparse. There are comfort- and has been used in several recent experiments, able shag beds and a set of small matching tables such as one that attempted to discover how much in each room. Oil lamps hang from the ceiling. weight the crystal can hold. If the crystal is removed, the pedestal crashes to the ground. At any time, the PCs will find one or two adepts in their rooms, resting or engaging in some leisure At any given time, there will be about a half a activity. If the PCs manage to get in and search dozen initiates and a few adepts in this room, one of these rooms, they will find Teveron’s log painstakingly searching through documents and book, complete with his opinions on the Sarista taking notes of their experiments. and on the advances made in their researches. This find would be invaluable if the PCs are 6. TheArchives looking for evidence of the Tanasians’ treachery to give toMother. The walls of this long room are lined with exten- sive shelving, on which can be found piles and 5. The Laboratory piles of books and documents. This huge stone Most of the chamber is fifty Lyceum feet by fifty feet Arcanum docu- square, and about ments remain twenty feet tall here gathering (ten feet are dust (Cymrilians sunken into the make an INT ground). meroom check to recog- sports an en- nize). In addi- chanting glass tion, two metal roof, and the cases at the majority of the back of the chamber is filled room carefully with tables atop hide documents which various from the tomb junk and the and several charred remains books on magic of failed experi- (aeromancy, ments are piled. wizardry, en- chantment, and In the southwest thaumaturgy, corner sits a for the most

table, upon which ~ part). varying can be found a from the mun- large collection of dane to the documents, specific. charts, and diagrams dealing Usually there with windship are one or two arcanology. If wizards sorting there are any through the Cymrilian PCS Present, have them make an INT books here or doing research, though on rare check. If successful -theywill realize that every- occasions it is left empty. thing on the table is either an authentic or an exact replica of documents from the Lyceum 7. Storage Arcanum in Cymril. This stone-walled room was once the laboratory, A small marble pedestal rests in the Center of the but as the Tanmias’research grew, the small room, above which the Archaen Crystal levitates, space became cramped, and the new laboratory hovering at about feet. The Pedestal rigged that now stands was built to replace it. There are Adventure Module, Chapter Four: The Tanasian Camp 67 Adventure in the middle of the room. Inside lies the skeletal remains of an ancient Archaen wizard clutching at his breast. There is nothing of interest in this room except the corpse. The Flight of Sotnar’s Pawn

Down another obscure path to the northwest and a short distance away is Solnar’s Pawn, sails lowered and completely covered with a large camouflage tarp, giving it the illusion of being part of the forest.

If the Tanasians are discovered, Teveron does not take any chances of losing all they have gained. He hurries around the archives and laboratory, grabbing the most important documents and the tables here, laden with racks of food, containers crystal, and flees with six initiates down the path of aquavit, and an assortment of tools used for towards Solnar’s Pawn. Installing the crystal into the maintenance of the complex and tents. the bridge, Teveron takes off, stopping momen- tarily by the complex to lower the ladder and pick In the corner of this room, concealed by some up two more initiates. This gives the PCs a shelves, is an old door installed by the Tanasians, chance to grab hold of the ladder and board the which leads into the tomb itself. ship.

8. The Tomb Once on board, Teveron is furious and orders the initiates to attack. The ensuing battled is inter- This room used to house the Archaen wizards’ rupted by a horrible lurch in the ship. The ship worldly possessions and memorabilia, but these begins rocking with an unsettling motion and things have since been moved and distributed out seems to gain speed. Whole sections of the ship among the camp in the past two years, and so seem to fade away into nothingness, turning this chamber remains barren and forgotten. There invisible one second and visible the next. It is in is, however, writing in ancient Archaen on the the middle of this panic that the PCs and wall at the back of the tomb. The writing de- Tanasians attempt fight their battle. Pick random scribes the exploits of the Archaen wizard, who effects of the ship’s runaway course as you rests eternally here, explaining his ingenious please. For example, once or twice the whole ship ideas at length but recording that they failed may turn invisible, making it appear that its when the windship powered by his Archaen occupants are hundreds of feet up in the air with crystal crashed. The crystal, now cracked, was nothing beneath their feet. put in the tomb and later removed by the Tanasians. After the windship crashed, the When the battle is over, the ship descends on a Archaen wizard and his companions were set crash course. When they get close enough, the upon by a band of Sub-Men and quickly over- PCs may leap from the ship into the trees with taken, and the wizard was killed in the fight. His minimal damage (d6 damage each). The PCs companions made this crude, hastily-built tomb could also hurry below deck and dismantle the for him and hurried away to avoid another en- Archaen crystal, in which case they will have counter with the Sub-Men. The wizards compan- saved the ship. ions never found their way back to the sky cities, and soon fell prey to Sub-Men. Conclusions

9. The Burial Chamber There are a number of possible outcomes for this adventure. The PCs may simply uncover the Behind a sealed door in the tomb (the seals can Tanasian camp and the motives of the Erythrian be broken with thirty points of damage) is this Cabal and report back to Saranis. If this is the simple burial chamber, dominated by a simple case, Saranis gets the notice in the Council of stone sarcophagus, etched with Archaen runes, Kings that she desired, and the PCs are rewarded

68 Sarista five hundred g.1. each, as prom- ised.

Alternatively, the PCs could sneak into the complex and destroy or steal tools and documents vital to the Erythrian Cabal‘s research. In that case, the Tanasians will be forced to leave Silvanus for another location and their goals will be set back drastically. Depending on what the PCs destroy or steal, they may render the Cabal completely incapable of building sky cities, leaving them only to continue their attempts to master windship arcanology via the Lyceum Arcanum. If the crystal is de- stroyed, for example, the Tanasians will be never learn its secrets.

The Blue Lotus clan’s beliefs center around their dream of life in the skies, a dream which, if the. Cabal is thwarted, they will likely never achieve. Another possible ending for this adventure is that the Blue Lotus clan may pick up where the Erythrikn Cabal left off, stealing back the secrets of windship arcanology and using what they already know about sky city arcanology. Their motives are, no doubt, far nobler than those of the Tanasians.

Further Adventures

Unless the PCs prevent it, several Tanasian wizards will escape unharmed and will eventually resume their operations, though their research has obviously experienced major set-backs. Many of the theories behind sky city arcanology have been devoted to memory, and the wizards still have access to the Lyceum Arcanum. The Lyceum Arcanum subfaction will be covered in the forthcoming Lyceum Arcanm sourcemodule. The Tanasians may also attempt to escape to the ties for pulse-quickening action in that event, isle of Phantas, where they hope to uncover the given the fortress’ levitationals have fallen into ancient secrets of the Phantasians and the Cabal decay, and the PCs may need to prevent it from Magicus (GB p. 31).There are plenty of possibili- crashing to the land below. Adventure Module, Chapter Four: The Tanasian Camp 69 Mind 11 (Perception 13) Tailing 15. Pick Locks 16, Appendix: Envoy Statistics Dexterity 14 (Quickness 12) Make Poison 15, Knockout Social 12 Blow 9,Interrogate 10, Sourcebook Section Spirit 10 (Intuition 12, Spirit 11 (Intuition 13) Ride (equs) 9 Willpower 8) Movement: 7 Chapter %The Land of Movement: 6 Combat: 14 Skribaria, Callidian SilVanrrS Combat: 13 Damage: 10 (short bow or Cryptomuncer Damage: 1 (unarmed) short sword) Armor: 0 Armor: 5 (leather) Body 12 (Strength 10,Size Profession: Amateur Gypsy 4 Profession: Experts Hunters 14) Body 9 (Constitution 13, Size Skills: Magic (witchcraft) 9, 8 Mind 14 4) Sleight of Hand 14. Acting Skills: Hunting 15,Pick Dexterity 8 Mind 4 (Memory 1, Reasoning 13,Singing 13, Pick Pockets 17. Knockout Blow social 12 1, Perception 9) Pockets 15, Appraise 17,Tailing 17, Tracking spirit 11 Dexterity 12 (Coordination9. Treasure 9. Seduce 15, 15, Haggling 13, Trade 12 Movement: 5 Quickness 15) Pick Locks 14, Lip-Reading Combat: 4 Social 4 11, Artificer (silver) 13 Eleven Arimite Knge-Fighters Damage: 8 (dagger) spirit 2 Armor: 0 Movement: 10 Rastru; Sarista Hunter Body 11 (Size 8-12) Profession: Expert Combat: 10 Mind 11 Cryptomancer 7 Damage: 5 (ram) Body 10 (Strength 12) Dexterity 13 Skills: Arcane Lore 16, Armor: 5 (leathery skin) Mind 12 social 10 Cryptography 16. Map- Profession: N/A Dexterity 13 spirit 11 making 16, Linguistics Skills: N/A social 12 Movement: 7 (reading) 16,Archeologyl3, spirit 10 Combat: 13, 15 with throw- Move Silently 10, Scribe 12 Chapter Four: Tidbits Movement: 7 ing knives Combat: 13 Damage: 6 (knives), 10 "The Jewel of Darius, Sarista Gypsy Damage: 11 (sword) (crossbow), 15 (broad- Armor: 0 sword) Fortuna" Body 8 (Constitution 10) Profession: Expert Hunter 6 Armor: 5 (leather) Mind 12 Skills: Hunting 13, Deceive Profession: Expert Fighters 6 Adventure Introduction Dexterity 13 13, Gambling 13, Archery Skills: Knife-Fighting 15, Social 13 (Appearance 11) 14, Tracking 13,Guide 10, Mounted Combat 15, spirit 12 Talislantan History 12 Climbing (mountain) 15, Movement: 6 Hunting 13,Intimidate 9 Eleven Gruff? Combat: 14 Body 11 Damage: 7 (dagger) Jarl, Pelw Thoq. Tasque, and Mind 11 Body 9 (Constitution Size Armor: 0 13. Elnivra, Farad Merchants Dexterity 12 Profession: Amateur Gypsy 4 4) social Mind (Memory Reasoning 10 Skills: Magic (witchcraft) 13, 4 1, Body 10 (Strength 8. Size 9- Spirit 10 (Willpower 12) Perception Sleight of Hand 13, 1, 9) 14) Movement: 7 Dexterity (Coordination9, Acrobatics 14,Pick Pockets 11 Mind 13 Combat: 12 Quickness 15, Move Silently 14, 15) Dexterity 10 Damage: 18 (arcane long social Intimidate 13, Knockout 4 social 7 sword), (dagger) spirit 8 Blow 14, Gambling 12, 2 Spirit 11 (Willpower 13) Armor: 10 (spangalor) Ride 11, Hunting 9 Movement: 10 Movement: 6 Profession: Expert Fighter/ Combat: 11 Combat: 12 Mage 7 Damage: Garar~SaristaGuard 1 (ram) Damage: 7 (curved dagger), 9 Skills: Magic (wizardry) 11, Armor: (leathery skin) 5 (sword) Pilot (windship) 13,Arcane Body 11 (Strength 13) Profession: N/A Armor: 0 Lore Swipe 9, Skills: N/A 13, Mind 11 (Reasoning 9) Profession: Expert Merchants Talislantan Cultures 9, Dexterity 13 8 Haggle 9 Social 10 (Charm 12) Davin, Sarista Hunter Skills: Merchant 13, Bribe Spirit 10 (Aura 8, Willpower 13,Intimidate 13, Appraise Knii-kec Blue Aeriad Scout 12) Body 10 Treasure 15,Appraise Mind (Reasoning 9, Movement: 6 11 Slaves 15,Haggle 8. Body 9 Perception Combat: 13, 15 with sword 13) Deceive 8, Espionage 9, Mind (Memory Reason- Dexterity 10 8, Damage: 10 (dagger), 12 13 Beast Handling 10 ing Perception Social (Charm 8. 13) (sword) 12 15, Dexterity Communication 14 Armor: 5 (leather) 10) Tarka, Arimite Assassin social 10 Profession: Amateur Fighter Spirit 12 (Aura 10) spirit Movement: 11 5 6 Body 11 (Size 9) Movement: Combat: with short 8 Skills: Swordsmanship 15, 15, 17 Mind 12 Combat: with tri-bow bow 14, 16 Interrogate 12,Move Dexterity 11 Damage: 6 (knives), 10 (tri- Silently 14, Intimidate 13, Damage: 10 (sword or short Social 12 (Charm 14) bow) bow) Knockout Blow 14. spirit 10 Armor: 10 (light body plate) Gambling 12,Ride (equs) Armor: 5 (leather) Movement: 6 Profession: Amateur Aeriad Profession: Expert Hunter 1 1, Hunting 9 10 Combat: 14, 16 (throwing Fighter 5 Skills: Hunting 17. Intimidate knives) Skills: Archery Scout Interrogate 15, 14, Pearl, Sarista Gypsy 16, 16, Damage: 7 (knives), 13 (long Weaponer Hunting Tracking Archery 15, 1 1, 17, 18, sword), 9 (iron boomerang) Tracking 11, Set/Detect Tailing Debate Body 8 (Constitution 10) 13, 12 Armor: 5 (leather) Traps 12/10,Gliding (up Mind 12 Profession: Expert Assassin 9 to 25 yards, weather Dexterity 13 (Agility 15) Mirk, Tassle. and Garan, Skills: Knife-Fighting 16, permitting). Social 14 Sarista Hunters Death Blow 16, Move Silently 16. Hide 15, Body 11 (Size 7-1 1) 70 Sarista Beni WahaUi., Gnomekin Combat: 5 Damage: 8 (dagger) Armor: 5 (hide and muscle) Warrior Damage: 1 (unarmed) Armor: 0 Profession: N/A Armor: 0 Profession: Expert Gypsy 7 Skills: Stealth 16, Tracking Body 12 (Constitution 16. Profession: Expert Merchant Skills: Magic (witchcraft)9, by scent 16 Size 6) 6 Sleight of Hand 16, Acting Mind 10 Skills: Magic (wizardry 13, 19, Debate 16. Deceive 17, Portan. Tanasian Wizard Dexterity 13 (Agility 15, Merchant 13,Appraise vide 14,Lip-Reading 13, Coordination 15, Quick- Treasure 13. Alchemy Move Silently 16, Tailing Body 10 ness 10) (elixirs, medicinal mix- 14, Guard 16, Hunting 13 Mind 13 social 12 tures, and powders) 15, Dexterity 9 spirit 10 Deceive 9, Gambling 1 1, Sarista Guards Social 10 Movement: 10 Haggle 10, Trade 9 spirit 12 Combat: 16, 17with Body 10 (Slze 7-12) Movement: 5 crystalblade Chapter Three: The Blue Mind 11 Combat: 5 Damage: 12 (crystalblade),8 Lotus Clan Dexterity 13 (Quickness 10) Damage: lO(staff) (sling). 10 (dagger) Social 10 Armor: 0 Armor: 5 (shield) Mother 0,Dhuna spirit 11 Profession: Expert Mage 7 Profession: Expert Gnomekin Witchwoman Movement: 6 Skills: Magic (wizardry) 15, Warrior 7 Combat: 13, 14 with sword Arcane Lore 15,Wilderness Skills: Artificer (iron) 13, Body 9 Damage: 11 (sword), 11 (club) Survival 15, Guard 13 Haggle 10, Barter 9,Swim Mind 12 (perception 10) Armor: 5 (leather) 8, Art (mosaics) 11, Cook Dexterity 11 (Agility 13, Profession: Amateur Fighters Chapter Faru: The Tanash 9. Night vision, Natural Coordination 13, Quick- 5 -P climbing ability ness 8) Skills: Swordsmanship 14, Social 15 (Charm 17) Interrogate 12, Move Initiates, Tanasian Wizards Chapter One: The Mimion Spirit 13 (Aura 15) Silently 14,Knockout Blow Movement: 5 14 Body 11 (Size 11-13) Saranis, CymrUian Magician Combat: 12 Mind 12 (Perception 10) Damage: 12 (blade-staff) Tanasian Wtmrcls Dexterity 10 Body 11 Armor: 10 (enchanted social 10 Mind 12 (Memory 15, garments) Body 11 (Size 10-13) Spirit 12 (Intuition 10) Perception 8) Profession: Legendary Mage Mind 12 (perception 10) Movement: 6 Dexterity 8 (Witchwoman/Shaman) 20 Dexterity 10 Combat: 5 social 12 Skills: Magic (witchcraft) 20, Social 10 Damage: 10 (staff) spirit 9 Magic (shamanism) 10, Spirit 11 (Willpower 13) Armor: 0 Movement: 5 Alchemy (e-) 22. Movement: 6 Profession: Amateur Mages 5 Combat: 4 Healhg 22, Tracking 21, Combat: 5 Skills: Magic (wizardry and Damage: 13 (enchanted staffJ Set/Detect Snares 23, Damage: 10 (staff) one other field) 13,Arcane Armor: 15 (magically Seduce 24, Pick Pockets Armor: 10 (spangalor) Lore 13,Guard 10 enchanted robes) 10, Dance 11, Singing 12, Profession: Amateur Mages 5 Profession: Master Mage 15 Hide 10 Skills: Magic (wizardry and Adepts, Tanasian Wizards Skills: Magic (enchantment aeromancy) 13, Arcane and wizardry) 21, Arcane Lore 13 Body 11 (Size 11-13) Lore 19. Debate 13. Mind 12 (Perception 10) Diplomacy 12, Aristocrat uria, sarista Gypsy Dexterity 10 1 1, Law 1 1, Interrogate 12 Body 13 (Constitution 10) Social 10 Mind 11 Body9 Spirit 12 (Intuition 10) Chapter Two: Into Silvenus Dexterity 14 Mind 11 Movement: 6 Social 13 (Charm 16) Dexterity 13 (Quickness 10) Combat: 5 Goernls,ZandirGuard spirit 9 Social 17 Damage: 10 (staff) Movement: 8 spirit 10 Armor: 10 (spangalor) Body9 Combat: 16. 17 (long sword) Movement: 6 Profession: Expert Mages 8 Mind 11 Damage: 15 (long sword), 18 Combat: 13 Skills: Magic (wizardry and Dexterity 12 (Quickness 10) (halberd), 11 (pignard) Damage: 1 (unarmed) one other field) 15,Arcane social 10 Armor: 20 (enchanted chain Armor: 0 Lore 15 spirit 11 mail) Profession: Amateur Gypsy 4 Movement: 6 Profession: Master Fighter 14 Skills: Magic (witchcraft)9, Te- Tanasian Wizcuci Combat: 7 Skills: Sleight of Hand 19. Sleight of Hand 13, Acting Damage: 8 (club) Acrobatics 19, Dance 14, Singing 14, Seduce 15, Body 11 (Size 13) Armor: 0 (Rulenska) 19. Dodge 19, Pick Pockets 13, Move Mind 12 (Memory 13, Profession: Amateur Fighter Pick Locks 19, Pick Silently 13,Streetwise 13, Reasoning 13) 2 Pockets 19, Hide 19,Move Swipe 13,Ride (equs) 11, Dexterity 10 Skills: Swordsmanship 1 1, Silently 19, Haggle 9,swim Haggle 13,Herb Lore 9 Social 12 Mounted Combat 1 1, 11, Mounted Combat 14 spirit 11 Guard 9 Exomorph Movement: 6 Thardel, Sarista Gypsy Combat: 5 Fardane,Pharesian PeddEr Body 14 (Strength 16) Damage: 14 (arcane dagger) Body 10 Mind 6 (Memory 2, Reasoning Armor: 10 (enchanted Body 10 (Constitution 8, Size Mind 11 (Perception 8) 2, Perception 15) garments) 12) Dexterity 13 (Agility 15, Dexterity 14 Profession: Expert Mage 8 Mind 14 Coordination 15. Quick- social 5 SkLlls: Magic (wizardry and Dexterity 10 ness 10) Spirit 8 (Aura N/A, Intuition fire magic) 15, Arcane Lore social 12 Social 15 6,Willpower 10) 15,Deceive 10,Adminis- Spirit 12 (Intuition 13, spirit 9 Movement: 10 trator 9,Debate 12 Willpower 13) Movement: 6 Combat: 15 Movement: 6 Combat: 14 Damage: 15 (bite), 19 (claws) Envoy Stats 71 alquine tree 8 clans (see also Sarista, elders; fine craftsmanship 15- 16 avirs 9.26 Sarista, children; Sarista, Blue foodstuffs 16 friendship bird 9 Lotus clan; sarista, camp grain 17 season bird 9 grounds) 11-23 produce 17 bane 26 clothing (see Sarista, attire) furs 17 "Capricious Lady" (see Fortuna) currency (see Sarista, trade) gemstones 16, 17, 33, 52 crystal ball 33 dental hygiene 19 gold 16, 17 crystal moth 9 dress (see Sarista, attire) hide 17 dream-catchers 33 dwellings (see Sarista, camp magical paraphernalia 16. 17, durge 9, 18, 26 grounds) 49 equs 9, 16, 18, 20, 26 elders tools 16, 17 competition of stallions 20 council of elders 11, 12-14 questionable business practices huntingparties 16 youth assistants 13 15, 18, 40 erd 9, 18, 26 eleven, significance of 2 1 witchcraft and 19.52 milk of 16 enjoyment of life 16, 18, 20-21, work and survival 15- 16 shag used for rugs, tapestries, 51.63 Silvanus and clothing 16 food (see also erd) 16, 18 fauna (see specific animal names) Erythrian Cabal 34-35,40,42,46, hunting and gathering (see also flora (see specific plant names) 50, 52, 56-69 omnivrax) 16, 18 forests (see Silvanus, fauna and essence accumulator 35 hunting parties (see also Silvanus. landmarks, exomorph (see also Sarista, food) 9, Sarista, games) 16, 19, 31 Werewood) 26, 32 32,47 landmarks false shelter tree 9 fun-loving nature (see Sarista, Azure Ocean 6, 8 Fortuna 5, 20, 23, 33, 47, 52. 54, enjoyment of life) Dire Woods 6 63 games (see needleleaf, Needle) Fool's Highway, the (see Zandir graymane (see equs) gemstones (see Sarista, trade; March) gruffan 10, 18, 26, 31 and Sarista, attire) Gulf of Silvanus 6 gypsy salve 10 gold (see Sarista, trade: and Laerna Stones 8 lantern plant 8 Sarista, attire) Necros River 6, 14, 43, 44 lotus 8 guards 14-25.24, 56,61 Salvin Roch 8 love lockets 33 holidays 20-2 1 Werewood 6, 8, 14, 52 Lyceum Arcanum 4, 34, 35, 63, 67, "Solava La," play 21, 51 Valley of Forgetfulness, the 8 69 homes (see Sarista, camp Zandir March 6 mandragore 8 grounds) Zantium Bay 6 moon charts 33 houses (see Sarista, camp transportation and travel 6 morphius powder 37, 46.49 grounds) weather 10 musical charms, Bodor 30 jewelry (see Sarista, attire; silvermane (see equs) necrophage 26 Sarista, trade) Silvermoon, the 41 needleleaf 9 language 19-20 sky cities 34 Needle 19 life and culture 11-23 sniper bug 9 niera oak tree 9 loners 19 Solnar's Pawn 37, 39, 40, 42, 43, omnivrax 9.26 marriage (see also Sarista, 44, 46, 48, 50, 62, 63, 65, 66, 68 provender plant 8 children) 14, 21-23 sorcerer tree 8 rods of alchemy 30 mischievous nature of (see soul tree 9 sarista Sarista, enjoyment of life) sourcemodule defined 4 and foreigners (see also Sarista, nomadic nature 16 spice tree 8 racial purity) 19-20 physical build 11 Sub-Men 50,68 attire 11 plays (see Sarista, skills and Talisandre 8, 33, 40 Blue Lotus clan 34, 35, 44, 45, talents; Sarista, holidays) trap-boxes, Kasmiran 29 46,49, 51-69 property, communal nature of 22 vampir 47 calendar (see also Sarista, racial purity 14, 52 werebeast 26 holidays) 20, 45 religion (see also Fortuna) 23, 52 whisperweed 8 campgrounds (see also Sarista, security (see Sarista, guards) "Song of the Whisperweed" 11 nomadic nature) seven, significance of 2 1 whispbane 8 the "public" tent 22 skills and talents 12, 14, 18-19. whitewood 8, 33 children (see also Sarista, elders, 21 willowwood 8 youth assistants and Sarista, tents (see Sarista, campgrounds) windship 34, 37, 39, 40, 42, 43, 57, racial purity) 14, 16, 22-23 time (see Sarista, calendar) 63, 64 attitude toward abuse 14 trade (see also equs) 15-17, woodwhisp 9 "fortuned" 14 32-33 Zandrea 37, 39, 40-43, 47, 48 kidnapping of 14 aquavit 17 Zanth 40.41 purchase of 16 currency 15 Zodar decks, Rahastran 30

72 Sarista